Struct bevy::pbr::VolumetricFogUniform
source · pub struct VolumetricFogUniform { /* private fields */ }
Expand description
The same as VolumetricFogSettings
, but formatted for the GPU.
Trait Implementations§
source§impl CreateFrom for VolumetricFogUniformwhere
VolumetricFogUniform: ShaderType<ExtraMetadata = StructMetadata<11>>,
Vec3: for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom,
f32: for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom,
u32: for<'__> CreateFrom,
impl CreateFrom for VolumetricFogUniformwhere
VolumetricFogUniform: ShaderType<ExtraMetadata = StructMetadata<11>>,
Vec3: for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom,
f32: for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom,
u32: for<'__> CreateFrom,
fn create_from<B>(reader: &mut Reader<B>) -> VolumetricFogUniformwhere
B: BufferRef,
source§impl ReadFrom for VolumetricFogUniformwhere
VolumetricFogUniform: ShaderType<ExtraMetadata = StructMetadata<11>>,
Vec3: for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom,
f32: for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom,
u32: for<'__> ReadFrom,
impl ReadFrom for VolumetricFogUniformwhere
VolumetricFogUniform: ShaderType<ExtraMetadata = StructMetadata<11>>,
Vec3: for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom,
f32: for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom,
u32: for<'__> ReadFrom,
source§impl ShaderSize for VolumetricFogUniform
impl ShaderSize for VolumetricFogUniform
source§const SHADER_SIZE: NonZero<u64> = _
const SHADER_SIZE: NonZero<u64> = _
Represents WGSL Size (equivalent to
ShaderType::min_size
)source§impl ShaderType for VolumetricFogUniform
impl ShaderType for VolumetricFogUniform
source§fn assert_uniform_compat()
fn assert_uniform_compat()
Asserts that
Self
meets the requirements of the
uniform address space restrictions on stored values and the
uniform address space layout constraints Read moresource§impl WriteInto for VolumetricFogUniformwhere
VolumetricFogUniform: ShaderType<ExtraMetadata = StructMetadata<11>>,
Vec3: for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto,
f32: for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto,
u32: for<'__> WriteInto,
impl WriteInto for VolumetricFogUniformwhere
VolumetricFogUniform: ShaderType<ExtraMetadata = StructMetadata<11>>,
Vec3: for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto,
f32: for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto,
u32: for<'__> WriteInto,
fn write_into<B>(&self, writer: &mut Writer<B>)where
B: BufferMut,
Auto Trait Implementations§
impl Freeze for VolumetricFogUniform
impl RefUnwindSafe for VolumetricFogUniform
impl Send for VolumetricFogUniform
impl Sync for VolumetricFogUniform
impl Unpin for VolumetricFogUniform
impl UnwindSafe for VolumetricFogUniform
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
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