..
clustered_forward.wgsl
Rename "point light" to "clusterable object" in cluster contexts. ( #13654 )
2024-06-04 11:01:13 +00:00
fog.rs
Add color conversions #13224 ( #13276 )
2024-05-09 18:01:52 +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
Fix a few "repeated word" typos ( #13955 )
2024-06-20 21:35:20 +00:00
light.rs
Pack multiple vertex and index arrays together into growable buffers. ( #14257 )
2024-07-16 20:33:15 +00:00
mesh.rs
Add support for environment map transformation ( #14290 )
2024-07-19 15:00:50 +00:00
mesh.wgsl
Normalise matrix naming ( #13489 )
2024-06-03 16:56:53 +00:00
mesh_bindings.rs
don't put previous skin/morph in the morphed_skinned_mesh_layout ( #14065 )
2024-06-29 01:03:51 +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
Normalise matrix naming ( #13489 )
2024-06-03 16:56:53 +00:00
mesh_types.wgsl
Normalise matrix naming ( #13489 )
2024-06-03 16:56:53 +00:00
mesh_view_bindings.rs
Add support for environment map transformation ( #14290 )
2024-07-19 15:00:50 +00:00
mesh_view_bindings.wgsl
Add support for environment map transformation ( #14290 )
2024-07-19 15:00:50 +00:00
mesh_view_types.wgsl
Add support for environment map transformation ( #14290 )
2024-07-19 15:00:50 +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
Implement motion vectors and TAA for skinned meshes and meshes with morph targets. ( #13572 )
2024-05-31 17:02:28 +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
Added feature switch to default Standard Material's new anisotropy texture to off ( #14048 )
2024-07-02 18:02:05 +00:00
pbr_functions.wgsl
Revert "Make FOG_ENABLED a shader_def instead of material flag ( #13783 )" ( #13803 )
2024-06-10 23:25:16 +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
Remove unused mip_bias parameter from apply_normal_mapping ( #13752 )
2024-06-10 13:00:34 +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
move wgsl color operations from bevy_pbr to bevy_render ( #13209 )
2024-05-04 10:30:23 +00:00
shadows.wgsl
Rename "point light" to "clusterable object" in cluster contexts. ( #13654 )
2024-06-04 11:01:13 +00:00
skin.rs
Fix intra-doc links and make CI test them ( #14076 )
2024-07-11 13:08:31 +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