bevy/assets/shaders
IceSentry c7eaedd6a1
Remove old post_processing example (#8376)
# Objective

- The old post processing example doesn't use the actual post processing
features of bevy. It also has some issues with resizing. It's also
causing some confusion for people because accessing the prepass textures
from it is not easy.
- There's already a render to texture example
- At this point, it's mostly obsolete since the post_process_pass
example is more complete and shows the recommended way to do post
processing in bevy. It's a bit more complicated, but it's well
documented and I'm working on simplifying it even more

## Solution

- Remove the old post_processing example
- Rename post_process_pass to post_processing


## Reviewer Notes
The diff is really noisy because of the rename, but I didn't change any
code in the example.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2023-04-15 21:48:31 +00:00
..
animate_shader.wgsl
array_texture.wgsl Fix array_texture example (#7543) 2023-02-07 09:14:15 +00:00
cubemap_unlit.wgsl
custom_material_screenspace_texture.wgsl
custom_material.frag
custom_material.vert
custom_material.wgsl
custom_vertex_attribute.wgsl
game_of_life.wgsl
instancing.wgsl
line_material.wgsl
post_processing.wgsl Remove old post_processing example (#8376) 2023-04-15 21:48:31 +00:00
shader_defs.wgsl
show_prepass.wgsl Temporal Antialiasing (TAA) (#7291) 2023-03-27 22:22:40 +00:00
texture_binding_array.wgsl Use only one sampler in the array texture example. (#7405) 2023-01-29 15:08:21 +00:00
tonemapping_test_patterns.wgsl Initial tonemapping options (#7594) 2023-02-19 20:38:13 +00:00