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ReflectionPass

Struct ReflectionPass 

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pub struct ReflectionPass {
    pub bind_group_layout: BindGroupLayout,
    /* private fields */
}
Expand description

Reflection pass render resources.

This pass handles planar reflections for the ground plane by:

  1. Rendering the ground plane to stencil buffer (marking reflection region)
  2. Rendering reflected scene geometry (only where stencil is set)
  3. Blending the reflection with the final ground plane

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§bind_group_layout: BindGroupLayout

Bind group layout for reflection uniforms.

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impl ReflectionPass

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pub fn new(device: &Device) -> Self

Creates a new reflection pass.

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pub fn update_uniforms( &self, queue: &Queue, reflection_matrix: Mat4, intensity: f32, ground_height: f32, )

Updates the reflection uniforms.

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pub fn bind_group(&self) -> &BindGroup

Returns the reflection bind group.

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pub fn bind_group_layout(&self) -> &BindGroupLayout

Returns the reflection bind group layout.

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