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add docs to view uniform frustum field (#16369)
just some docs to save future me some clicking around
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2 changed files with 6 additions and 0 deletions
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@ -429,6 +429,9 @@ pub struct ViewUniform {
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pub exposure: f32,
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pub exposure: f32,
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// viewport(x_origin, y_origin, width, height)
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// viewport(x_origin, y_origin, width, height)
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pub viewport: Vec4,
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pub viewport: Vec4,
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/// 6 world-space half spaces (normal: vec3, distance: f32) ordered left, right, top, bottom, near, far.
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/// The normal vectors point towards the interior of the frustum.
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/// A half space contains `p` if `normal.dot(p) + distance > 0.`
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pub frustum: [Vec4; 6],
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pub frustum: [Vec4; 6],
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pub color_grading: ColorGradingUniform,
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pub color_grading: ColorGradingUniform,
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pub mip_bias: f32,
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pub mip_bias: f32,
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@ -25,6 +25,9 @@ struct View {
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exposure: f32,
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exposure: f32,
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// viewport(x_origin, y_origin, width, height)
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// viewport(x_origin, y_origin, width, height)
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viewport: vec4<f32>,
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viewport: vec4<f32>,
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// 6 world-space half spaces (normal: vec3, distance: f32) ordered left, right, top, bottom, near, far.
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// The normal vectors point towards the interior of the frustum.
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// A half space contains `p` if `normal.dot(p) + distance > 0.`
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frustum: array<vec4<f32>, 6>,
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frustum: array<vec4<f32>, 6>,
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color_grading: ColorGrading,
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color_grading: ColorGrading,
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mip_bias: f32,
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mip_bias: f32,
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