bevy/crates/bevy_pbr/src/render
Rob Parrett e46e246581
Fix a few "repeated word" typos (#13955)
# Objective

Stumbled on one of these and went digging for more

## Solution

```diff
- word word
+ word
```
2024-06-20 21:35:20 +00:00
..
clustered_forward.wgsl Rename "point light" to "clusterable object" in cluster contexts. (#13654) 2024-06-04 11:01:13 +00:00
fog.rs Add color conversions #13224 (#13276) 2024-05-09 18:01:52 +00:00
fog.wgsl
forward_io.wgsl Add UV channel selection to StandardMaterial (#13200) 2024-05-13 18:23:09 +00:00
gpu_preprocess.rs Fix a few "repeated word" typos (#13955) 2024-06-20 21:35:20 +00:00
light.rs Adds back in way to convert color to u8 array, implemented for the two RGB color types, also renames Color::linear to Color::to_linear. (#13759) 2024-06-10 13:03:46 +00:00
mesh_bindings.rs Implement motion vectors and TAA for skinned meshes and meshes with morph targets. (#13572) 2024-05-31 17:02:28 +00:00
mesh_bindings.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
mesh_functions.wgsl Fix meshlet vertex attribute interpolation (#13775) 2024-06-10 20:18:43 +00:00
mesh_preprocess.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
mesh_types.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
mesh_view_bindings.rs Rename "point light" to "clusterable object" in cluster contexts. (#13654) 2024-06-04 11:01:13 +00:00
mesh_view_bindings.wgsl Rename "point light" to "clusterable object" in cluster contexts. (#13654) 2024-06-04 11:01:13 +00:00
mesh_view_types.wgsl Rename "point light" to "clusterable object" in cluster contexts. (#13654) 2024-06-04 11:01:13 +00:00
mesh.rs Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
mesh.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
mod.rs Implement motion vectors and TAA for skinned meshes and meshes with morph targets. (#13572) 2024-05-31 17:02:28 +00:00
morph.rs Implement motion vectors and TAA for skinned meshes and meshes with morph targets. (#13572) 2024-05-31 17:02:28 +00:00
morph.wgsl Implement motion vectors and TAA for skinned meshes and meshes with morph targets. (#13572) 2024-05-31 17:02:28 +00:00
parallax_mapping.wgsl Fix a few "repeated word" typos (#13955) 2024-06-20 21:35:20 +00:00
pbr_ambient.wgsl
pbr_bindings.wgsl Implement PBR anisotropy per KHR_materials_anisotropy. (#13450) 2024-06-03 23:46:06 +00:00
pbr_fragment.wgsl Remove unused mip_bias parameter from apply_normal_mapping (#13752) 2024-06-10 13:00:34 +00:00
pbr_functions.wgsl Revert "Make FOG_ENABLED a shader_def instead of material flag (#13783)" (#13803) 2024-06-10 23:25:16 +00:00
pbr_lighting.wgsl Rename "point light" to "clusterable object" in cluster contexts. (#13654) 2024-06-04 11:01:13 +00:00
pbr_prepass_functions.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
pbr_prepass.wgsl Remove unused mip_bias parameter from apply_normal_mapping (#13752) 2024-06-10 13:00:34 +00:00
pbr_transmission.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
pbr_types.wgsl Revert "Make FOG_ENABLED a shader_def instead of material flag (#13783)" (#13803) 2024-06-10 23:25:16 +00:00
pbr.wgsl Implement visibility ranges, also known as hierarchical levels of detail (HLODs). (#12916) 2024-05-03 00:11:35 +00:00
rgb9e5.wgsl
shadow_sampling.wgsl move wgsl color operations from bevy_pbr to bevy_render (#13209) 2024-05-04 10:30:23 +00:00
shadows.wgsl Rename "point light" to "clusterable object" in cluster contexts. (#13654) 2024-06-04 11:01:13 +00:00
skin.rs Implement motion vectors and TAA for skinned meshes and meshes with morph targets. (#13572) 2024-05-31 17:02:28 +00:00
skinning.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
utils.wgsl move wgsl color operations from bevy_pbr to bevy_render (#13209) 2024-05-04 10:30:23 +00:00
view_transformations.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
wireframe.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00