Functions
Used by 8 shaders
Used by 9 shaders
- bevy_pbr 0.18.0 — deferred_lighting.wgsl
- bevy_pbr 0.18.0 — environment_filter.wgsl
- bevy_pbr 0.18.0 — pbr_fragment.wgsl
- bevy_pbr 0.18.0 — pbr_functions.wgsl
- bevy_pbr 0.18.0 — pbr_transmission.wgsl
- bevy_pbr 0.18.0 — ssr.wgsl
- bevy_solari 0.18.0 — brdf.wgsl
- bevy_solari 0.18.0 — sampling.wgsl
- naga_oil 0.20.0 — pbr_functions.wgsl
Used by 8 shaders
Used by 8 shaders
Used by 8 shaders
Used by 8 shaders
- bevy_pbr 0.18.0 — deferred_lighting.wgsl
- bevy_pbr 0.18.0 — environment_filter.wgsl
- bevy_pbr 0.18.0 — pbr_fragment.wgsl
- bevy_pbr 0.18.0 — pbr_functions.wgsl
- bevy_pbr 0.18.0 — pbr_transmission.wgsl
- bevy_pbr 0.18.0 — ssr.wgsl
- bevy_solari 0.18.0 — raytracing_scene_bindings.wgsl
- naga_oil 0.20.0 — pbr_functions.wgsl
from https://64.github.io/tonemapping/ reinhard on RGB oversaturates colors
luminance coefficients from Rec. 709. https://en.wikipedia.org/wiki/Rec._709
light radius is a non-physical construct for efficiency purposes, because otherwise every light affects every fragment in the scene