pub struct LightMeta {
pub view_gpu_lights: DynamicUniformBuffer<GpuLights>,
pub shadow_view_bind_group: Option<BindGroup>,
}
Fields
view_gpu_lights: DynamicUniformBuffer<GpuLights>
shadow_view_bind_group: Option<BindGroup>
Trait Implementations
Auto Trait Implementations
impl !RefUnwindSafe for LightMeta
impl Send for LightMeta
impl Sync for LightMeta
impl Unpin for LightMeta
impl !UnwindSafe for LightMeta
Blanket Implementations
impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
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impl<T> Downcast for Twhere
T: Any,
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Convert
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Convert
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fn from_world(_world: &mut World) -> T
Creates
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