bevy/crates/bevy_pbr/src/render
Robert Swain ce1ac05c63
Explicitly make instance_index vertex output @interpolate(flat) (#9675)
The WGSL spec says that all scalar or vector integer vertex stage
outputs and fragment stage inputs must be marked as @interpolate(flat).
I think wgpu fixed this up for us, but being explicit is more correct.
2023-09-02 18:11:13 +00:00
..
clustered_forward.wgsl improve shader import model (#5703) 2023-06-27 00:29:22 +00:00
fog.rs Reorder render sets, refactor bevy_sprite to take advantage (#9236) 2023-08-27 14:33:49 +00:00
fog.wgsl improve shader import model (#5703) 2023-06-27 00:29:22 +00:00
light.rs Split ComputedVisibility into two components to allow for accurate change detection and speed up visibility propagation (#9497) 2023-09-01 13:00:18 +00:00
mesh_bindings.rs Use GpuArrayBuffer for MeshUniform (#9254) 2023-07-30 13:17:08 +00:00
mesh_bindings.wgsl Use GpuArrayBuffer for MeshUniform (#9254) 2023-07-30 13:17:08 +00:00
mesh_functions.wgsl Use instancing for sprites (#9597) 2023-09-02 18:03:19 +00:00
mesh_types.wgsl Use instancing for sprites (#9597) 2023-09-02 18:03:19 +00:00
mesh_vertex_output.wgsl Explicitly make instance_index vertex output @interpolate(flat) (#9675) 2023-09-02 18:11:13 +00:00
mesh_view_bindings.wgsl improve shader import model (#5703) 2023-06-27 00:29:22 +00:00
mesh_view_types.wgsl EnvironmentMapLight support for WebGL2 (#7737) 2023-02-20 00:02:40 +00:00
mesh.rs Split ComputedVisibility into two components to allow for accurate change detection and speed up visibility propagation (#9497) 2023-09-01 13:00:18 +00:00
mesh.wgsl Reduce the size of MeshUniform to improve performance (#9416) 2023-08-15 06:00:23 +00:00
mod.rs Add morph targets (#8158) 2023-06-22 20:00:01 +00:00
morph.rs Split ComputedVisibility into two components to allow for accurate change detection and speed up visibility propagation (#9497) 2023-09-01 13:00:18 +00:00
morph.wgsl Fix typos throughout the project (#9090) 2023-07-10 00:11:51 +00:00
parallax_mapping.wgsl improve shader import model (#5703) 2023-06-27 00:29:22 +00:00
pbr_ambient.wgsl improve shader import model (#5703) 2023-06-27 00:29:22 +00:00
pbr_bindings.wgsl improve shader import model (#5703) 2023-06-27 00:29:22 +00:00
pbr_functions.wgsl Use GpuArrayBuffer for MeshUniform (#9254) 2023-07-30 13:17:08 +00:00
pbr_lighting.wgsl Fix typos throughout the project (#9090) 2023-07-10 00:11:51 +00:00
pbr_prepass.wgsl fix prepass normal_mapping (#8978) 2023-06-29 00:28:34 +00:00
pbr_types.wgsl Add parallax mapping to bevy PBR (#5928) 2023-04-15 10:25:14 +00:00
pbr.wgsl Use GpuArrayBuffer for MeshUniform (#9254) 2023-07-30 13:17:08 +00:00
shadows.wgsl improve shader import model (#5703) 2023-06-27 00:29:22 +00:00
skinning.wgsl improve shader import model (#5703) 2023-06-27 00:29:22 +00:00
utils.wgsl Screen Space Ambient Occlusion (SSAO) MVP (#7402) 2023-06-18 21:05:55 +00:00
wireframe.wgsl fix wireframe after MeshUniform size reduction (#9505) 2023-08-21 07:53:50 +00:00