bevy/crates/bevy_pbr/src/render
Johannes Hackel 1efa578ffb
Fix transmission by setting the correct value for transmissive_lighting_input.F_ab (#13379)
# Objective

- The clearcoat PR #13031 had a small typo which broke transmission
- Fixes #13284

## Solution

- Set transmissive_lighting_input.F_ab to the correct value


![transmission_fix](https://github.com/bevyengine/bevy/assets/688816/92158117-de3a-4fa5-8af8-dcbd1d5eee04)
2024-05-16 14:33:32 +00:00
..
clustered_forward.wgsl move wgsl color operations from bevy_pbr to bevy_render (#13209) 2024-05-04 10:30:23 +00:00
fog.rs Add color conversions #13224 (#13276) 2024-05-09 18:01:52 +00:00
fog.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
forward_io.wgsl Add UV channel selection to StandardMaterial (#13200) 2024-05-13 18:23:09 +00:00
gpu_preprocess.rs Implement GPU frustum culling. (#12889) 2024-04-28 12:50:00 +00:00
light.rs Use Dir3 for local axis methods in GlobalTransform (#13264) 2024-05-06 20:52:05 +00:00
mesh.rs Add UV channel selection to StandardMaterial (#13200) 2024-05-13 18:23:09 +00:00
mesh.wgsl Add UV channel selection to StandardMaterial (#13200) 2024-05-13 18:23:09 +00:00
mesh_bindings.rs Implement lightmaps. (#10231) 2024-01-02 20:38:47 +00:00
mesh_bindings.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
mesh_functions.wgsl Fix the WebGL 2 backend by giving the visibility_ranges array a fixed length. (#13210) 2024-05-08 07:34:59 +00:00
mesh_preprocess.wgsl Implement GPU frustum culling. (#12889) 2024-04-28 12:50:00 +00:00
mesh_types.wgsl Implement visibility ranges, also known as hierarchical levels of detail (HLODs). (#12916) 2024-05-03 00:11:35 +00:00
mesh_view_bindings.rs remove unused warnings in release (#13344) 2024-05-12 22:30:34 +00:00
mesh_view_bindings.wgsl Fix the WebGL 2 backend by giving the visibility_ranges array a fixed length. (#13210) 2024-05-08 07:34:59 +00:00
mesh_view_types.wgsl Implement irradiance volumes. (#10268) 2024-02-06 23:23:20 +00:00
mod.rs Generate MeshUniforms on the GPU via compute shader where available. (#12773) 2024-04-10 05:33:32 +00:00
morph.rs Add BufferVec, an higher-performance alternative to StorageBuffer, and make GpuArrayBuffer use it. (#13199) 2024-05-03 11:39:21 +00:00
morph.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
parallax_mapping.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
pbr.wgsl Implement visibility ranges, also known as hierarchical levels of detail (HLODs). (#12916) 2024-05-03 00:11:35 +00:00
pbr_ambient.wgsl Use “specular occlusion” term to consistently extinguish fresnel on Ambient and Environment Map lights (#10182) 2023-10-23 03:26:20 +00:00
pbr_bindings.wgsl Implement clearcoat per the Filament and the KHR_materials_clearcoat specifications. (#13031) 2024-05-05 22:57:05 +00:00
pbr_fragment.wgsl Add UV channel selection to StandardMaterial (#13200) 2024-05-13 18:23:09 +00:00
pbr_functions.wgsl Fix transmission by setting the correct value for transmissive_lighting_input.F_ab (#13379) 2024-05-16 14:33:32 +00:00
pbr_lighting.wgsl Implement clearcoat per the Filament and the KHR_materials_clearcoat specifications. (#13031) 2024-05-05 22:57:05 +00:00
pbr_prepass.wgsl Apply uv transform in the prepass (#13250) 2024-05-13 22:33:09 +00:00
pbr_prepass_functions.wgsl Add UV channel selection to StandardMaterial (#13200) 2024-05-13 18:23:09 +00:00
pbr_transmission.wgsl move wgsl color operations from bevy_pbr to bevy_render (#13209) 2024-05-04 10:30:23 +00:00
pbr_types.wgsl Implement clearcoat per the Filament and the KHR_materials_clearcoat specifications. (#13031) 2024-05-05 22:57:05 +00:00
rgb9e5.wgsl Deferred Renderer (#9258) 2023-10-12 22:10:38 +00:00
shadow_sampling.wgsl move wgsl color operations from bevy_pbr to bevy_render (#13209) 2024-05-04 10:30:23 +00:00
shadows.wgsl move wgsl color operations from bevy_pbr to bevy_render (#13209) 2024-05-04 10:30:23 +00:00
skin.rs Add BufferVec, an higher-performance alternative to StorageBuffer, and make GpuArrayBuffer use it. (#13199) 2024-05-03 11:39:21 +00:00
skinning.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
utils.wgsl move wgsl color operations from bevy_pbr to bevy_render (#13209) 2024-05-04 10:30:23 +00:00
view_transformations.wgsl View Transformations (#9726) 2023-10-24 21:26:19 +00:00
wireframe.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00