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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