#[repr(C)]pub struct DecalView {
pub vp: [[f32; 4]; 4],
pub inv_vp: [[f32; 4]; 4],
pub viewport: [f32; 2],
pub _pad: [f32; 2],
}Expand description
Per-frame view inputs to the projected-decal pass. Matches DecalView in
shaders/decal.slang. 144 bytes.
Fields§
§vp: [[f32; 4]; 4]View-projection matrix used by the main pass (jittered when TAA is on).
inv_vp: [[f32; 4]; 4]Inverse of vp. The fragment shader uses it to reconstruct world space
from the depth attachment at each pixel.
viewport: [f32; 2]HDR target dimensions in pixels: drives the screen->NDC conversion.
_pad: [f32; 2]Padding so the field layout matches the shader-side struct.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for DecalView
impl RefUnwindSafe for DecalView
impl Send for DecalView
impl Sync for DecalView
impl Unpin for DecalView
impl UnsafeUnpin for DecalView
impl UnwindSafe for DecalView
Blanket Implementations§
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