bevy/assets/shaders
Aron Derenyi 2e8dfc02ef Fixing confusing near and far fields in Camera (#4457)
# Objective

- Fixes #4456 

## Solution

- Removed the `near` and `far` fields from the camera and the views.

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## Changelog

- Removed the `near` and `far` fields from the camera and the views.
- Removed the `ClusterFarZMode::CameraFarPlane` far z mode.

## Migration Guide

- Cameras no longer accept near and far values during initialization
- `ClusterFarZMode::Constant` should be used with the far value instead of `ClusterFarZMode::CameraFarPlane`
2022-05-16 16:37:33 +00:00
..
animate_shader.wgsl add some more pipelined-rendering shader examples (#3041) 2022-01-05 19:43:11 +00:00
custom_material_screenspace_texture.wgsl examples: add screenspace texture shader example (#4063) 2022-02-28 22:55:14 +00:00
custom_material.frag add some more pipelined-rendering shader examples (#3041) 2022-01-05 19:43:11 +00:00
custom_material.vert Fixing confusing near and far fields in Camera (#4457) 2022-05-16 16:37:33 +00:00
custom_material.wgsl Update wgpu to 0.12 and naga to 0.8 (#3375) 2021-12-19 03:03:06 +00:00
custom_vertex_attribute.wgsl Mesh vertex buffer layouts (#3959) 2022-02-23 23:21:13 +00:00
game_of_life.wgsl add some more pipelined-rendering shader examples (#3041) 2022-01-05 19:43:11 +00:00
instancing.wgsl add some more pipelined-rendering shader examples (#3041) 2022-01-05 19:43:11 +00:00
shader_defs.wgsl Shader Imports. Decouple Mesh logic from PBR (#3137) 2021-11-18 03:45:02 +00:00