.. |
clustered_forward.wgsl
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move wgsl color operations from bevy_pbr to bevy_render (#13209)
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2024-05-04 10:30:23 +00:00 |
fog.rs
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Add color conversions #13224 (#13276)
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2024-05-09 18:01:52 +00:00 |
fog.wgsl
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update shader imports (#10180)
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2023-10-21 11:51:58 +00:00 |
forward_io.wgsl
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Add UV channel selection to StandardMaterial (#13200)
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2024-05-13 18:23:09 +00:00 |
gpu_preprocess.rs
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Implement GPU frustum culling. (#12889)
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2024-04-28 12:50:00 +00:00 |
light.rs
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Use Dir3 for local axis methods in GlobalTransform (#13264)
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2024-05-06 20:52:05 +00:00 |
mesh.rs
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Add UV channel selection to StandardMaterial (#13200)
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2024-05-13 18:23:09 +00:00 |
mesh.wgsl
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Add UV channel selection to StandardMaterial (#13200)
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2024-05-13 18:23:09 +00:00 |
mesh_bindings.rs
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Implement lightmaps. (#10231)
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2024-01-02 20:38:47 +00:00 |
mesh_bindings.wgsl
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Swap material and mesh bind groups (#10485)
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2023-11-28 22:26:22 +00:00 |
mesh_functions.wgsl
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Fix the WebGL 2 backend by giving the visibility_ranges array a fixed length. (#13210)
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2024-05-08 07:34:59 +00:00 |
mesh_preprocess.wgsl
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Implement GPU frustum culling. (#12889)
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2024-04-28 12:50:00 +00:00 |
mesh_types.wgsl
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Implement visibility ranges, also known as hierarchical levels of detail (HLODs). (#12916)
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2024-05-03 00:11:35 +00:00 |
mesh_view_bindings.rs
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remove unused warnings in release (#13344)
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2024-05-12 22:30:34 +00:00 |
mesh_view_bindings.wgsl
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Fix the WebGL 2 backend by giving the visibility_ranges array a fixed length. (#13210)
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2024-05-08 07:34:59 +00:00 |
mesh_view_types.wgsl
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Implement irradiance volumes. (#10268)
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2024-02-06 23:23:20 +00:00 |
mod.rs
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Generate MeshUniform s on the GPU via compute shader where available. (#12773)
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2024-04-10 05:33:32 +00:00 |
morph.rs
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Add BufferVec, an higher-performance alternative to StorageBuffer, and make GpuArrayBuffer use it. (#13199)
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2024-05-03 11:39:21 +00:00 |
morph.wgsl
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Swap material and mesh bind groups (#10485)
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2023-11-28 22:26:22 +00:00 |
parallax_mapping.wgsl
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update shader imports (#10180)
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2023-10-21 11:51:58 +00:00 |
pbr.wgsl
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Implement visibility ranges, also known as hierarchical levels of detail (HLODs). (#12916)
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2024-05-03 00:11:35 +00:00 |
pbr_ambient.wgsl
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Use “specular occlusion” term to consistently extinguish fresnel on Ambient and Environment Map lights (#10182)
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2023-10-23 03:26:20 +00:00 |
pbr_bindings.wgsl
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Implement clearcoat per the Filament and the KHR_materials_clearcoat specifications. (#13031)
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2024-05-05 22:57:05 +00:00 |
pbr_fragment.wgsl
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Add UV channel selection to StandardMaterial (#13200)
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2024-05-13 18:23:09 +00:00 |
pbr_functions.wgsl
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Fix transmission by setting the correct value for transmissive_lighting_input.F_ab (#13379)
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2024-05-16 14:33:32 +00:00 |
pbr_lighting.wgsl
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Implement clearcoat per the Filament and the KHR_materials_clearcoat specifications. (#13031)
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2024-05-05 22:57:05 +00:00 |
pbr_prepass.wgsl
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Apply uv transform in the prepass (#13250)
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2024-05-13 22:33:09 +00:00 |
pbr_prepass_functions.wgsl
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Add UV channel selection to StandardMaterial (#13200)
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2024-05-13 18:23:09 +00:00 |
pbr_transmission.wgsl
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move wgsl color operations from bevy_pbr to bevy_render (#13209)
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2024-05-04 10:30:23 +00:00 |
pbr_types.wgsl
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Implement clearcoat per the Filament and the KHR_materials_clearcoat specifications. (#13031)
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2024-05-05 22:57:05 +00:00 |
rgb9e5.wgsl
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Deferred Renderer (#9258)
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2023-10-12 22:10:38 +00:00 |
shadow_sampling.wgsl
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move wgsl color operations from bevy_pbr to bevy_render (#13209)
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2024-05-04 10:30:23 +00:00 |
shadows.wgsl
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move wgsl color operations from bevy_pbr to bevy_render (#13209)
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2024-05-04 10:30:23 +00:00 |
skin.rs
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Add BufferVec, an higher-performance alternative to StorageBuffer, and make GpuArrayBuffer use it. (#13199)
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2024-05-03 11:39:21 +00:00 |
skinning.wgsl
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Swap material and mesh bind groups (#10485)
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2023-11-28 22:26:22 +00:00 |
utils.wgsl
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move wgsl color operations from bevy_pbr to bevy_render (#13209)
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2024-05-04 10:30:23 +00:00 |
view_transformations.wgsl
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View Transformations (#9726)
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2023-10-24 21:26:19 +00:00 |
wireframe.wgsl
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Swap material and mesh bind groups (#10485)
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2023-11-28 22:26:22 +00:00 |