Structures
Used by 16 shaders
- bevy 0.16.0 — post_processing.wgsl
- bevy_core_pipeline 0.16.0 — blit.wgsl
- bevy_core_pipeline 0.16.0 — copy_deferred_lighting_id.wgsl
- bevy_core_pipeline 0.16.0 — dof.wgsl
- bevy_core_pipeline 0.16.0 — fxaa.wgsl
- bevy_core_pipeline 0.16.0 — motion_blur.wgsl
- bevy_core_pipeline 0.16.0 — post_process.wgsl
- bevy_core_pipeline 0.16.0 — robust_contrast_adaptive_sharpening.wgsl
- bevy_core_pipeline 0.16.0 — skybox_prepass.wgsl
- bevy_core_pipeline 0.16.0 — tonemapping.wgsl
- bevy_pbr 0.16.0 — render_sky.wgsl
- bevy_pbr 0.16.0 — resolve_render_targets.wgsl
- bevy_pbr 0.16.0 — sky_view_lut.wgsl
- bevy_pbr 0.16.0 — ssr.wgsl
- bevy_pbr 0.16.0 — transmittance_lut.wgsl
- bevy_pbr 0.16.0 — volumetric_fog.wgsl
Functions
@vertex
Processes each 3D point in a model before it's drawn
The top-left has UV 0,0, the bottom-left has 0,2, and the top-right has 2,0. This means that the UV gets interpolated to 1,1 at the bottom-right corner of the clip-space rectangle that is at 1,-1 in clip space.