bevy/crates/bevy_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

---

## 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
..
macros Better Materials: AsBindGroup trait and derive, simpler Material trait (#5053) 2022-06-30 23:48:46 +00:00
src Add inverse_projection and inverse_view_proj fields to shader view uniform (#5119) 2022-07-04 21:04:16 +08:00
Cargo.toml Enable wgpu profiling spans when using bevy's trace feature (#5182) 2022-07-04 09:14:04 +00:00