..
clustered_forward.wgsl
Fix various typos ( #7096 )
2023-01-06 00:43:30 +00:00
depth.wgsl
Cascaded shadow maps. ( #7064 )
2023-01-25 12:35:39 +00:00
light.rs
Cascaded shadow maps. ( #7064 )
2023-01-25 12:35:39 +00:00
mesh.rs
Cascaded shadow maps. ( #7064 )
2023-01-25 12:35:39 +00:00
mesh.wgsl
bevy_pbr: Fix incorrect and unnecessary normal-mapping code ( #5766 )
2022-11-03 20:37:32 +00:00
mesh_bindings.wgsl
update wgpu to 0.13 ( #5168 )
2022-07-14 21:17:16 +00:00
mesh_functions.wgsl
bevy_pbr: Fix tangent and normal normalization ( #5666 )
2022-08-18 21:54:40 +00:00
mesh_types.wgsl
bevy_pbr: Fix tangent and normal normalization ( #5666 )
2022-08-18 21:54:40 +00:00
mesh_vertex_output.wgsl
update wgpu to 0.13 ( #5168 )
2022-07-14 21:17:16 +00:00
mesh_view_bindings.wgsl
Add depth and normal prepass ( #6284 )
2023-01-19 22:11:13 +00:00
mesh_view_types.wgsl
Cascaded shadow maps. ( #7064 )
2023-01-25 12:35:39 +00:00
mod.rs
Materials and MaterialPlugin ( #3428 )
2021-12-25 21:45:43 +00:00
pbr.wgsl
Standard Material Blend Modes ( #6644 )
2023-01-21 21:46:53 +00:00
pbr_bindings.wgsl
update wgpu to 0.13 ( #5168 )
2022-07-14 21:17:16 +00:00
pbr_functions.wgsl
Cascaded shadow maps. ( #7064 )
2023-01-25 12:35:39 +00:00
pbr_lighting.wgsl
bevy_pbr: Avoid copying structs and using registers in shaders ( #7069 )
2023-01-02 22:07:33 +00:00
pbr_prepass.wgsl
Add depth and normal prepass ( #6284 )
2023-01-19 22:11:13 +00:00
pbr_types.wgsl
Standard Material Blend Modes ( #6644 )
2023-01-21 21:46:53 +00:00
shadows.wgsl
Fix minor typos in code and docs ( #7378 )
2023-01-27 12:12:53 +00:00
skinning.wgsl
bevy_pbr: Normalize skinned normals ( #6543 )
2022-11-11 03:31:57 +00:00
utils.wgsl
Move prepass functions to prepass_utils ( #7354 )
2023-01-24 20:36:40 +00:00
wireframe.wgsl
update wgpu to 0.13 ( #5168 )
2022-07-14 21:17:16 +00:00