..
clustered_forward.wgsl
Shader defs can now have a value ( #5900 )
2022-11-21 22:38:29 +00:00
depth.wgsl
update wgpu to 0.13 ( #5168 )
2022-07-14 21:17:16 +00:00
light.rs
Add DrawFunctionsInternals::id() ( #6745 )
2022-11-28 13:54:13 +00:00
mesh_bindings.wgsl
update wgpu to 0.13 ( #5168 )
2022-07-14 21:17:16 +00:00
mesh_functions.wgsl
bevy_pbr: Fix tangent and normal normalization ( #5666 )
2022-08-18 21:54:40 +00:00
mesh_types.wgsl
bevy_pbr: Fix tangent and normal normalization ( #5666 )
2022-08-18 21:54:40 +00:00
mesh_vertex_output.wgsl
update wgpu to 0.13 ( #5168 )
2022-07-14 21:17:16 +00:00
mesh_view_bindings.wgsl
Shader defs can now have a value ( #5900 )
2022-11-21 22:38:29 +00:00
mesh_view_types.wgsl
Shader defs can now have a value ( #5900 )
2022-11-21 22:38:29 +00:00
mesh.rs
Shader defs can now have a value ( #5900 )
2022-11-21 22:38:29 +00:00
mesh.wgsl
bevy_pbr: Fix incorrect and unnecessary normal-mapping code ( #5766 )
2022-11-03 20:37:32 +00:00
mod.rs
Materials and MaterialPlugin ( #3428 )
2021-12-25 21:45:43 +00:00
pbr_bindings.wgsl
update wgpu to 0.13 ( #5168 )
2022-07-14 21:17:16 +00:00
pbr_functions.wgsl
Fix color banding by dithering image before quantization ( #5264 )
2022-11-11 19:43:45 +00:00
pbr_lighting.wgsl
separate tonemapping and upscaling passes ( #3425 )
2022-10-26 20:13:59 +00:00
pbr_types.wgsl
update wgpu to 0.13 ( #5168 )
2022-07-14 21:17:16 +00:00
pbr.wgsl
Fix missing sRGB conversion for dithering non-HDR pipelines ( #6707 )
2022-11-22 15:55:50 +00:00
shadows.wgsl
Spotlights ( #4715 )
2022-07-08 19:57:43 +00:00
skinning.wgsl
bevy_pbr: Normalize skinned normals ( #6543 )
2022-11-11 03:31:57 +00:00
utils.wgsl
Use wgsl saturate ( #6318 )
2022-10-22 08:37:51 +00:00
wireframe.wgsl
update wgpu to 0.13 ( #5168 )
2022-07-14 21:17:16 +00:00