Constants
Structures
Functions
Used by 10 shaders
- bevy 0.17.3 — array_texture.wgsl
- bevy 0.17.3 — custom_clustered_decal.wgsl
- bevy 0.17.3 — extended_material.wgsl
- bevy_pbr 0.17.3 — deferred_lighting.wgsl
- bevy_pbr 0.17.3 — pbr.wgsl
- bevy_pbr 0.17.3 — pbr_deferred_functions.wgsl
- bevy_pbr 0.17.3 — pbr_fragment.wgsl
- bevy_pbr 0.17.3 — pbr_prepass.wgsl
- bevy_pbr 0.17.3 — ssr.wgsl
- naga_oil 0.19.1 — pbr.wgsl
Used by 11 shaders
- bevy 0.17.3 — array_texture.wgsl
- bevy_pbr 0.17.3 — deferred_lighting.wgsl
- bevy_pbr 0.17.3 — forward_decal.wgsl
- bevy_pbr 0.17.3 — pbr.wgsl
- bevy_pbr 0.17.3 — pbr_deferred_functions.wgsl
- bevy_pbr 0.17.3 — pbr_fragment.wgsl
- bevy_pbr 0.17.3 — pbr_prepass.wgsl
- bevy_pbr 0.17.3 — ssr.wgsl
- bevy_solari 0.17.3 — pathtracer.wgsl
- bevy_solari 0.17.3 — raytracing_scene_bindings.wgsl
- naga_oil 0.19.1 — pbr.wgsl
Active when
STANDARD_MATERIAL_ANISOTROPY
This follows the suggested implementation in the KHR_materials_anisotropy specification:
https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_anisotropy/README.md#image-based-lighting
Used by 9 shaders
- bevy 0.17.3 — array_texture.wgsl
- bevy_pbr 0.17.3 — deferred_lighting.wgsl
- bevy_pbr 0.17.3 — pbr.wgsl
- bevy_pbr 0.17.3 — pbr_deferred_functions.wgsl
- bevy_pbr 0.17.3 — pbr_fragment.wgsl
- bevy_pbr 0.17.3 — pbr_prepass.wgsl
- bevy_pbr 0.17.3 — ssr.wgsl
- bevy_solari 0.17.3 — brdf.wgsl
- naga_oil 0.19.1 — pbr.wgsl
Used by 9 shaders
- bevy 0.17.3 — array_texture.wgsl
- bevy_pbr 0.17.3 — deferred_lighting.wgsl
- bevy_pbr 0.17.3 — pbr.wgsl
- bevy_pbr 0.17.3 — pbr_deferred_functions.wgsl
- bevy_pbr 0.17.3 — pbr_fragment.wgsl
- bevy_pbr 0.17.3 — pbr_prepass.wgsl
- bevy_pbr 0.17.3 — ssr.wgsl
- bevy_solari 0.17.3 — brdf.wgsl
- naga_oil 0.19.1 — pbr.wgsl
Used by 11 shaders
- bevy 0.17.3 — array_texture.wgsl
- bevy 0.17.3 — custom_clustered_decal.wgsl
- bevy 0.17.3 — extended_material.wgsl
- bevy 0.17.3 — extended_material_bindless.wgsl
- bevy_pbr 0.17.3 — deferred_lighting.wgsl
- bevy_pbr 0.17.3 — pbr.wgsl
- bevy_pbr 0.17.3 — pbr_deferred_functions.wgsl
- bevy_pbr 0.17.3 — pbr_fragment.wgsl
- bevy_pbr 0.17.3 — pbr_prepass.wgsl
- bevy_pbr 0.17.3 — ssr.wgsl
- naga_oil 0.19.1 — pbr.wgsl
Used by 11 shaders
- bevy 0.17.3 — array_texture.wgsl
- bevy 0.17.3 — custom_clustered_decal.wgsl
- bevy 0.17.3 — extended_material.wgsl
- bevy 0.17.3 — extended_material_bindless.wgsl
- bevy_pbr 0.17.3 — deferred_lighting.wgsl
- bevy_pbr 0.17.3 — pbr.wgsl
- bevy_pbr 0.17.3 — pbr_deferred_functions.wgsl
- bevy_pbr 0.17.3 — pbr_fragment.wgsl
- bevy_pbr 0.17.3 — pbr_prepass.wgsl
- bevy_pbr 0.17.3 — ssr.wgsl
- naga_oil 0.19.1 — pbr.wgsl
Biasing info needed to sample from a texture. How this is done depends on whether we’re rendering meshlets or regular meshes.