bevy/crates/bevy_pbr/src/render
DGriffin91 072f2e17d3 Move texture sample out of branch in prepare_normal (#5129)
# Objective

This fixes https://github.com/bevyengine/bevy/issues/5127

## Solution

- Moved texture sample out of branch in `prepare_normal()`.


Co-authored-by: DGriffin91 <github@dgdigital.net>
2022-06-29 02:48:46 +00:00
..
clustered_forward.wgsl Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938) 2022-06-14 00:58:30 +00:00
depth.wgsl Add reusable shader functions for transforming position/normal/tangent (#4901) 2022-06-14 00:32:33 +00:00
light.rs Allow unbatched render phases to use unstable sorts (#5049) 2022-06-23 10:52:49 +00:00
mesh.rs Add reusable shader functions for transforming position/normal/tangent (#4901) 2022-06-14 00:32:33 +00:00
mesh.wgsl Fix skinned mesh normal handling in mesh shader (#5095) 2022-06-25 09:54:33 +00:00
mesh_bindings.wgsl Split mesh shader files (#4867) 2022-05-31 23:23:25 +00:00
mesh_functions.wgsl Add reusable shader functions for transforming position/normal/tangent (#4901) 2022-06-14 00:32:33 +00:00
mesh_types.wgsl Split mesh shader files (#4867) 2022-05-31 23:23:25 +00:00
mesh_view_bindings.wgsl Split mesh shader files (#4867) 2022-05-31 23:23:25 +00:00
mesh_view_types.wgsl Split mesh shader files (#4867) 2022-05-31 23:23:25 +00:00
mod.rs Materials and MaterialPlugin (#3428) 2021-12-25 21:45:43 +00:00
pbr.wgsl Array texture example (#5077) 2022-06-28 00:58:50 +00:00
pbr_bindings.wgsl Split mesh shader files (#4867) 2022-05-31 23:23:25 +00:00
pbr_functions.wgsl Move texture sample out of branch in prepare_normal (#5129) 2022-06-29 02:48:46 +00:00
pbr_lighting.wgsl Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938) 2022-06-14 00:58:30 +00:00
pbr_types.wgsl Array texture example (#5077) 2022-06-28 00:58:50 +00:00
shadows.wgsl Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938) 2022-06-14 00:58:30 +00:00
skinning.wgsl WGSL: use correct syntax for matrix access (#5039) 2022-06-18 07:41:54 +00:00
utils.wgsl Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938) 2022-06-14 00:58:30 +00:00
wireframe.wgsl Add reusable shader functions for transforming position/normal/tangent (#4901) 2022-06-14 00:32:33 +00:00