..
clustered_forward.wgsl
Fix incorrect function calls to hsv_to_rgb in render debug code. ( #14260 )
2024-07-22 18:25:54 +00:00
fog.rs
Rename rendering components for improved consistency and clarity ( #15035 )
2024-09-10 01:11:46 +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
Add core
and alloc
over std
Lints ( #15281 )
2024-09-27 00:59:59 +00:00
light.rs
Add core
and alloc
over std
Lints ( #15281 )
2024-09-27 00:59:59 +00:00
mesh.rs
Add core
and alloc
over std
Lints ( #15281 )
2024-09-27 00:59:59 +00:00
mesh.wgsl
Fix the example regressions from packed growable buffers. ( #14375 )
2024-07-22 18:55:51 +00:00
mesh_bindings.rs
simplify std::mem references ( #15315 )
2024-09-19 21:28:16 +00:00
mesh_bindings.wgsl
Swap material and mesh bind groups ( #10485 )
2023-11-28 22:26:22 +00:00
mesh_functions.wgsl
Fix meshlet vertex attribute interpolation ( #13775 )
2024-06-10 20:18:43 +00:00
mesh_preprocess.wgsl
Fix the example regressions from packed growable buffers. ( #14375 )
2024-07-22 18:55:51 +00:00
mesh_types.wgsl
Fix the example regressions from packed growable buffers. ( #14375 )
2024-07-22 18:55:51 +00:00
mesh_view_bindings.rs
Add core
and alloc
over std
Lints ( #15281 )
2024-09-27 00:59:59 +00:00
mesh_view_bindings.wgsl
Implement percentage-closer soft shadows (PCSS). ( #13497 )
2024-09-18 18:07:17 +00:00
mesh_view_types.wgsl
Implement percentage-closer soft shadows (PCSS). ( #13497 )
2024-09-18 18:07:17 +00:00
mod.rs
Implement motion vectors and TAA for skinned meshes and meshes with morph targets. ( #13572 )
2024-05-31 17:02:28 +00:00
morph.rs
Add core
and alloc
over std
Lints ( #15281 )
2024-09-27 00:59:59 +00:00
morph.wgsl
Implement motion vectors and TAA for skinned meshes and meshes with morph targets. ( #13572 )
2024-05-31 17:02:28 +00:00
parallax_mapping.wgsl
Fix a few "repeated word" typos ( #13955 )
2024-06-20 21:35:20 +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
Added feature switch to default Standard Material's new anisotropy texture to off ( #14048 )
2024-07-02 18:02:05 +00:00
pbr_fragment.wgsl
Meshlet screenspace-derived tangents ( #15084 )
2024-09-29 18:39:25 +00:00
pbr_functions.wgsl
Meshlet screenspace-derived tangents ( #15084 )
2024-09-29 18:39:25 +00:00
pbr_lighting.wgsl
Rename "point light" to "clusterable object" in cluster contexts. ( #13654 )
2024-06-04 11:01:13 +00:00
pbr_prepass.wgsl
Meshlet screenspace-derived tangents ( #15084 )
2024-09-29 18:39:25 +00:00
pbr_prepass_functions.wgsl
Normalise matrix naming ( #13489 )
2024-06-03 16:56:53 +00:00
pbr_transmission.wgsl
Normalise matrix naming ( #13489 )
2024-06-03 16:56:53 +00:00
pbr_types.wgsl
Revert "Make FOG_ENABLED a shader_def instead of material flag ( #13783 )" ( #13803 )
2024-06-10 23:25:16 +00:00
rgb9e5.wgsl
Deferred Renderer ( #9258 )
2023-10-12 22:10:38 +00:00
shadow_sampling.wgsl
Implement percentage-closer soft shadows (PCSS). ( #13497 )
2024-09-18 18:07:17 +00:00
shadows.wgsl
Implement percentage-closer soft shadows (PCSS). ( #13497 )
2024-09-18 18:07:17 +00:00
skin.rs
Add core
and alloc
over std
Lints ( #15281 )
2024-09-27 00:59:59 +00:00
skinning.wgsl
Normalise matrix naming ( #13489 )
2024-06-03 16:56:53 +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
Normalise matrix naming ( #13489 )
2024-06-03 16:56:53 +00:00
wireframe.wgsl
Swap material and mesh bind groups ( #10485 )
2023-11-28 22:26:22 +00:00