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# Objective - Support tangent vertex attributes, and normal maps - Support loading these from glTF models ## Solution - Make two pipelines in both the shadow and pbr passes, one for without normal maps, one for with normal maps - Select the correct pipeline to bind based on the presence of the normal map texture - Share the vertex attribute layout between shadow and pbr passes - Refactored pbr.wgsl to share a bunch of common code between the normal map and non-normal map entry points. I tried to do this in a way that will allow custom shader reuse. Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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