mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
c7eaedd6a1
# Objective - The old post processing example doesn't use the actual post processing features of bevy. It also has some issues with resizing. It's also causing some confusion for people because accessing the prepass textures from it is not easy. - There's already a render to texture example - At this point, it's mostly obsolete since the post_process_pass example is more complete and shows the recommended way to do post processing in bevy. It's a bit more complicated, but it's well documented and I'm working on simplifying it even more ## Solution - Remove the old post_processing example - Rename post_process_pass to post_processing ## Reviewer Notes The diff is really noisy because of the rename, but I didn't change any code in the example. --------- Co-authored-by: James Liu <contact@jamessliu.com> |
||
---|---|---|
.. | ||
animate_shader.wgsl | ||
array_texture.wgsl | ||
cubemap_unlit.wgsl | ||
custom_material.frag | ||
custom_material.vert | ||
custom_material.wgsl | ||
custom_material_screenspace_texture.wgsl | ||
custom_vertex_attribute.wgsl | ||
game_of_life.wgsl | ||
instancing.wgsl | ||
line_material.wgsl | ||
post_processing.wgsl | ||
shader_defs.wgsl | ||
show_prepass.wgsl | ||
texture_binding_array.wgsl | ||
tonemapping_test_patterns.wgsl |