Constants
Used by 1 shader in bevy_hanabi 0.19.0
Used by 1 shader in bevy_hanabi 0.19.0
Used by 1 shader in bevy_hanabi 0.19.0
Used by 1 shader in bevy_hanabi 0.19.0
Used by 1 shader in bevy_hanabi 0.19.0
Used by 1 shader in bevy_hanabi 0.19.0
Used by 1 shader in bevy_hanabi 0.19.0
Used by 1 shader in bevy_hanabi 0.19.0
Used by 3 shaders in bevy_hanabi 0.19.0
Structures
Used by 4 shaders in bevy_hanabi 0.19.0
Used by 3 shaders in bevy_hanabi 0.19.0
Indirection buffer storing the indices of alive and dead particles as a contiguous range, to ensure we can dispatch a tight number of workgroups only for alive particles, and can find a dead one to recycle quickly.
A event emitted by another effect during its update pass, to trigger the spawning of one or more particle in this effect.
Used by 2 shaders in bevy_hanabi 0.19.0
Append buffer populated during the Update pass of the previous frame by a parent effect, and read back by its child effect(s) during the Init pass of the next frame.
Used by 3 shaders in bevy_hanabi 0.19.0
Used by 3 shaders in bevy_hanabi 0.19.0
Used by 4 shaders in bevy_hanabi 0.19.0
Indirect draw (non-indexed) dispatch struct for GPU-driven passes. The layout of this struct is dictated by WGSL. See https://docs.rs/wgpu/latest/wgpu/util/struct.DrawIndirectArgs.html.
Used by 1 shader in bevy_hanabi 0.19.0
Indirect draw (non-indexed) dispatch struct for GPU-driven passes. The layout of this struct is dictated by WGSL. See https://docs.rs/wgpu/latest/wgpu/util/struct.DrawIndexedIndirectArgs.html.
Used by 4 shaders in bevy_hanabi 0.19.0
Used by 4 shaders in bevy_hanabi 0.19.0
The metadata describes various effect settings, as well we the location in GPU buffers of the piece of data associated with that instance.
Functions
Used by 3 shaders in bevy_hanabi 0.19.0
Used by 3 shaders in bevy_hanabi 0.19.0
Used by 3 shaders in bevy_hanabi 0.19.0
Random floating-point number in [0:1]
Each row corresponds to one row in the ParticleBuffer. The total number of rows in the IndirectBuffer is the capacity of the ParticleBuffer itself (that is, they have the same number of rows).