bevy/pipelined
Robert Swain dd32cd029d Pipelined separate shadow vertex shader (#2727)
# Objective

- Avoid unnecessary work in the vertex shader of the numerous shadow passes
- Have the natural order of bind groups in the pbr shader: view, material, mesh

## Solution

- Separate out the vertex stage of pbr.wgsl into depth.wgsl
- Remove the unnecessary calculation of uv and normal, as well as removing the unnecessary vertex inputs and outputs
- Use the depth.wgsl for shadow passes
- Reorder the bind groups in pbr.wgsl and PbrShaders to be 0 - view, 1 - material, 2 - mesh in decreasing order of rebind frequency
2021-08-25 20:10:43 +00:00
..
bevy_core_pipeline Sub app label changes (#2717) 2021-08-24 06:37:28 +00:00
bevy_gltf2 Port bevy_gltf to pipelined-rendering (#2537) 2021-07-30 03:37:34 +00:00
bevy_pbr2 Pipelined separate shadow vertex shader (#2727) 2021-08-25 20:10:43 +00:00
bevy_render2 Sub app label changes (#2717) 2021-08-24 06:37:28 +00:00
bevy_sprite2 Sub app label changes (#2717) 2021-08-24 06:37:28 +00:00