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Directional light and shadow #6
Directional light and shadow #6
Commits on Jun 19, 2021
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bevy_pbr2: Add support for most of the StandardMaterial textures
Normal maps are not included here as they require tangents in a vertex attribute.
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Commits on Jun 20, 2021
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bevy_pbr2: Uniform control flow for texture sampling in pbr.frag
From 'fintelia' on the Bevy Render Rework Round 2 discussion: "My understanding is that GPUs these days never use the "execute both branches and select the result" strategy. Rather, what they do is evaluate the branch condition on all threads of a warp, and jump over it if all of them evaluate to false. If even a single thread needs to execute the if statement body, however, then the remaining threads are paused until that is completed."
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bevy_pbr2: Simplify texture and sampler names
The StandardMaterial_ prefix is no longer needed
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Commits on Jun 21, 2021
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bevy_pbr2: pbr.frag: Rename PointLight.projection to view_projection
The uniform contains the view_projection matrix so this was incorrect.
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Commits on Jun 22, 2021
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Commits on Jun 23, 2021
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bevy_pbr2: Fix use of both omni and directional lights
Indexing was incorrect.
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bevy_pbr2: Move directional light's view back to the origin
Still looking along the light's direction.
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3d_scene_pipelined: Move the cube to sit on the plane
This demonstrates peter panning problems with shadows.
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Commits on Jun 25, 2021
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Commits on Jun 27, 2021
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Commits on Jun 28, 2021
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Commits on Jun 29, 2021
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Putting the largest things first got rid of a ton of seemingly unnecessary padding that was being ignored when the data was written (i.e. data we wanted was being written into the padding???)
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bevy_pbr2: Fix the position outputs from the vertex stage
The world_position is just model * vertex position. view_proj * world_position is the clip space position.
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Commits on Jun 30, 2021
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Commits on Jul 1, 2021
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crevice: Add std{140,430}_padded_size_static
This rounds up the size to the struct's alignment. This allows interoperability with wgsl.
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Commits on Jul 2, 2021
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Commits on Jul 7, 2021
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Commits on Jul 8, 2021
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