bevy/assets
arcashka 6027890a11
move wgsl color operations from bevy_pbr to bevy_render (#13209)
# Objective

`bevy_pbr/utils.wgsl` shader file contains mathematical constants and
color conversion functions. Both of those should be accessible without
enabling `bevy_pbr` feature. For example, tonemapping can be done in non
pbr scenario, and it uses color conversion functions.

Fixes #13207

## Solution

* Move mathematical constants (such as PI, E) from
`bevy_pbr/src/render/utils.wgsl` into `bevy_render/src/maths.wgsl`
* Move color conversion functions from `bevy_pbr/src/render/utils.wgsl`
into new file `bevy_render/src/color_operations.wgsl`

## Testing
Ran multiple examples, checked they are working:
* tonemapping
* color_grading
* 3d_scene
* animated_material
* deferred_rendering
* 3d_shapes
* fog
* irradiance_volumes
* meshlet
* parallax_mapping
* pbr
* reflection_probes
* shadow_biases
* 2d_gizmos
* light_gizmos
---

## Changelog
* Moved mathematical constants (such as PI, E) from
`bevy_pbr/src/render/utils.wgsl` into `bevy_render/src/maths.wgsl`
* Moved color conversion functions from `bevy_pbr/src/render/utils.wgsl`
into new file `bevy_render/src/color_operations.wgsl`

## Migration Guide
In user's shader code replace usage of mathematical constants from
`bevy_pbr::utils` to the usage of the same constants from
`bevy_render::maths`.
2024-05-04 10:30:23 +00:00
..
android-res/mipmap-mdpi android example polish (#845) 2020-11-11 16:31:16 -08:00
animation_graphs Implement the AnimationGraph, allowing for multiple animations to be blended together. (#11989) 2024-03-07 20:22:42 +00:00
branding Remove unused namespace declarations (#10965) 2023-12-13 22:29:16 +00:00
data Added Support for Extension-less Assets (#10153) 2024-01-31 14:58:08 +00:00
docs Improve Mesh documentation (#9061) 2023-07-31 18:55:42 +00:00
environment_maps Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366) 2024-01-19 07:33:52 +00:00
fonts Add the license for the FiraMono font (#3589) 2022-05-06 19:29:43 +00:00
irradiance_volumes Implement irradiance volumes. (#10268) 2024-02-06 23:23:20 +00:00
lightmaps Implement lightmaps. (#10231) 2024-01-02 20:38:47 +00:00
models Implement visibility ranges, also known as hierarchical levels of detail (HLODs). (#12916) 2024-05-03 00:11:35 +00:00
pixel Add example for pixel-perfect grid snapping in 2D (#8112) 2023-12-26 17:15:50 +00:00
scenes Fix scene example (#11289) 2024-01-22 15:14:41 +00:00
shaders move wgsl color operations from bevy_pbr to bevy_render (#13209) 2024-05-04 10:30:23 +00:00
sounds Programmed soundtrack example (#12774) 2024-03-29 20:32:30 +00:00
textures Implement Auto Exposure plugin (#12792) 2024-05-03 17:45:17 +00:00