bevy/crates/bevy_pbr/src/render
Elijah 5d3fa5e77b Add inverse_projection and inverse_view_proj fields to shader view uniform (#5119)
# Objective

Transform screen-space coordinates into world space in shaders. (My use case is for generating rays for ray tracing with the same perspective as the 3d camera).

## Solution

Add `inverse_projection` and `inverse_view_proj` fields to shader view uniform

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## Changelog

### Added
`inverse_projection` and `inverse_view_proj` fields to shader view uniform

## Note

It'd probably be good to double-check that I did the matrix multiplication in the right order for `inverse_proj_view`. Thanks!
2022-07-04 21:04:16 +08:00
..
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 Updated glam to 0.21. (#5142) 2022-07-03 19:55:33 +00:00
mesh.rs Rework extract_meshes (#4240) 2022-07-04 12:44:23 +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 Add inverse_projection and inverse_view_proj fields to shader view uniform (#5119) 2022-07-04 21:04:16 +08:00
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