Struct LatePrepassNode

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pub struct LatePrepassNode;
Expand description

The phase of the prepass that runs after occlusion culling against the meshes that were visible last frame.

If occlusion culling isn’t in use, this is a no-op.

Like all prepass nodes, this is inserted before the main pass in the render graph.

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impl Default for LatePrepassNode

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fn default() -> LatePrepassNode

Returns the “default value” for a type. Read more
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impl ViewNode for LatePrepassNode

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type ViewQuery = (&'static ExtractedCamera, &'static ExtractedView, &'static ViewDepthTexture, &'static ViewPrepassTextures, &'static ViewUniformOffset, Option<&'static DeferredPrepass>, Option<&'static RenderSkyboxPrepassPipeline>, Option<&'static SkyboxPrepassBindGroup>, Option<&'static PreviousViewUniformOffset>, Has<OcclusionCulling>, Has<NoIndirectDrawing>, Has<DeferredPrepass>)

The query that will be used on the view entity. It is guaranteed to run on the view entity, so there’s no need for a filter
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fn run<'w>( &self, graph: &mut RenderGraphContext<'_>, render_context: &mut RenderContext<'w>, query: QueryItem<'w, Self::ViewQuery>, world: &'w World, ) -> Result<(), NodeRunError>

Runs the graph node logic, issues draw calls, updates the output slots and optionally queues up subgraphs for execution. The graph data, input and output values are passed via the RenderGraphContext.
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fn update(&mut self, _world: &mut World)

Updates internal node state using the current render World prior to the run method.

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where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

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