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# 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 --- ## 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! |
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clustered_forward.wgsl | ||
depth.wgsl | ||
light.rs | ||
mesh.rs | ||
mesh.wgsl | ||
mesh_bindings.wgsl | ||
mesh_functions.wgsl | ||
mesh_types.wgsl | ||
mesh_view_bindings.wgsl | ||
mesh_view_types.wgsl | ||
mod.rs | ||
pbr.wgsl | ||
pbr_bindings.wgsl | ||
pbr_functions.wgsl | ||
pbr_lighting.wgsl | ||
pbr_types.wgsl | ||
shadows.wgsl | ||
skinning.wgsl | ||
utils.wgsl | ||
wireframe.wgsl |