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Add previous_view_uniforms.inverse_view (bevyengine#12902)
# Objective - Upload previous frame's inverse_view matrix to the GPU for use with bevyengine#12898. --- ## Changelog - Added `prepass_bindings::previous_view_uniforms.inverse_view`. - Renamed `prepass_bindings::previous_view_proj` to `prepass_bindings::previous_view_uniforms.view_proj`. - Renamed `PreviousViewProjectionUniformOffset` to `PreviousViewUniformOffset`. - Renamed `PreviousViewProjection` to `PreviousViewData`. ## Migration Guide - Renamed `prepass_bindings::previous_view_proj` to `prepass_bindings::previous_view_uniforms.view_proj`. - Renamed `PreviousViewProjectionUniformOffset` to `PreviousViewUniformOffset`. - Renamed `PreviousViewProjection` to `PreviousViewData`.
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Original file line number | Diff line number | Diff line change |
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@@ -1,7 +1,12 @@ | ||
#define_import_path bevy_pbr::prepass_bindings | ||
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struct PreviousViewUniforms { | ||
inverse_view: mat4x4<f32>, | ||
view_proj: mat4x4<f32>, | ||
} | ||
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#ifdef MOTION_VECTOR_PREPASS | ||
@group(0) @binding(2) var<uniform> previous_view_proj: mat4x4<f32>; | ||
@group(0) @binding(2) var<uniform> previous_view_uniforms: PreviousViewUniforms; | ||
#endif // MOTION_VECTOR_PREPASS | ||
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// Material bindings will be in @group(2) |
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