-
-
Notifications
You must be signed in to change notification settings - Fork 3.7k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[Merged by Bors] - Add inverse_projection
and inverse_view_proj
fields to shader view uniform
#5119
Closed
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
superdump
requested changes
Jun 27, 2022
Co-authored-by: Robert Swain <robert.swain@gmail.com>
superdump
approved these changes
Jun 28, 2022
james7132
approved these changes
Jul 2, 2022
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Normally I'd be concerned with the size of the uniform, but given we usually only have a handful of these, this seems like a general usability win.
HackerFoo
approved these changes
Jul 2, 2022
bors r+ |
bors bot
pushed a commit
that referenced
this pull request
Jul 4, 2022
…w uniform (#5119) # Objective Transform screen-space coordinates into world space in shaders. (My use case is for generating rays for ray tracing with the same perspective as the 3d camera). ## Solution Add `inverse_projection` and `inverse_view_proj` fields to shader view uniform --- ## Changelog ### Added `inverse_projection` and `inverse_view_proj` fields to shader view uniform ## Note It'd probably be good to double-check that I did the matrix multiplication in the right order for `inverse_proj_view`. Thanks!
inverse_projection
and inverse_view_proj
fields to shader view uniforminverse_projection
and inverse_view_proj
fields to shader view uniform
inodentry
pushed a commit
to IyesGames/bevy
that referenced
this pull request
Aug 8, 2022
…w uniform (bevyengine#5119) # Objective Transform screen-space coordinates into world space in shaders. (My use case is for generating rays for ray tracing with the same perspective as the 3d camera). ## Solution Add `inverse_projection` and `inverse_view_proj` fields to shader view uniform --- ## Changelog ### Added `inverse_projection` and `inverse_view_proj` fields to shader view uniform ## Note It'd probably be good to double-check that I did the matrix multiplication in the right order for `inverse_proj_view`. Thanks!
james7132
pushed a commit
to james7132/bevy
that referenced
this pull request
Oct 28, 2022
…w uniform (bevyengine#5119) # Objective Transform screen-space coordinates into world space in shaders. (My use case is for generating rays for ray tracing with the same perspective as the 3d camera). ## Solution Add `inverse_projection` and `inverse_view_proj` fields to shader view uniform --- ## Changelog ### Added `inverse_projection` and `inverse_view_proj` fields to shader view uniform ## Note It'd probably be good to double-check that I did the matrix multiplication in the right order for `inverse_proj_view`. Thanks!
ItsDoot
pushed a commit
to ItsDoot/bevy
that referenced
this pull request
Feb 1, 2023
…w uniform (bevyengine#5119) # Objective Transform screen-space coordinates into world space in shaders. (My use case is for generating rays for ray tracing with the same perspective as the 3d camera). ## Solution Add `inverse_projection` and `inverse_view_proj` fields to shader view uniform --- ## Changelog ### Added `inverse_projection` and `inverse_view_proj` fields to shader view uniform ## Note It'd probably be good to double-check that I did the matrix multiplication in the right order for `inverse_proj_view`. Thanks!
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Labels
A-Rendering
Drawing game state to the screen
C-Usability
A targeted quality-of-life change that makes Bevy easier to use
S-Ready-For-Final-Review
This PR has been approved by the community. It's ready for a maintainer to consider merging it
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Objective
Transform screen-space coordinates into world space in shaders. (My use case is for generating rays for ray tracing with the same perspective as the 3d camera).
Solution
Add
inverse_projection
andinverse_view_proj
fields to shader view uniformChangelog
Added
inverse_projection
andinverse_view_proj
fields to shader view uniformNote
It'd probably be good to double-check that I did the matrix multiplication in the right order for
inverse_proj_view
. Thanks!