bevy_render::view

Struct ColorGradingUniform

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pub struct ColorGradingUniform {
    pub balance: Mat3,
    pub saturation: Vec3,
    pub contrast: Vec3,
    pub gamma: Vec3,
    pub gain: Vec3,
    pub lift: Vec3,
    pub midtone_range: Vec2,
    pub exposure: f32,
    pub hue: f32,
    pub post_saturation: f32,
}
Expand description

The ColorGrading structure, packed into the most efficient form for the GPU.

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§balance: Mat3§saturation: Vec3§contrast: Vec3§gamma: Vec3§gain: Vec3§lift: Vec3§midtone_range: Vec2§exposure: f32§hue: f32§post_saturation: f32

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impl Clone for ColorGradingUniform

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fn clone(&self) -> ColorGradingUniform

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl CreateFrom for ColorGradingUniform
where Self: ShaderType<ExtraMetadata = StructMetadata<10usize>>, for<'__> Mat3: CreateFrom, for<'__, '__, '__, '__, '__> Vec3: CreateFrom, for<'__> Vec2: CreateFrom, for<'__, '__, '__> f32: CreateFrom,

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fn create_from<B: BufferRef>(reader: &mut Reader<B>) -> Self

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impl Debug for ColorGradingUniform

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl From<ColorGrading> for ColorGradingUniform

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fn from(component: ColorGrading) -> Self

Converts to this type from the input type.
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impl ReadFrom for ColorGradingUniform
where Self: ShaderType<ExtraMetadata = StructMetadata<10usize>>, for<'__> Mat3: ReadFrom, for<'__, '__, '__, '__, '__> Vec3: ReadFrom, for<'__> Vec2: ReadFrom, for<'__, '__, '__> f32: ReadFrom,

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fn read_from<B: BufferRef>(&mut self, reader: &mut Reader<B>)

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impl ShaderSize for ColorGradingUniform

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const SHADER_SIZE: NonZero<u64> = _

Represents WGSL Size (equivalent to ShaderType::min_size)
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impl ShaderType for ColorGradingUniform

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fn size(&self) -> NonZeroU64

Returns the size of Self at runtime Read more
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fn min_size() -> NonZero<u64>

Represents the minimum size of Self (equivalent to GPUBufferBindingLayout.minBindingSize) Read more
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fn assert_uniform_compat()

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impl WriteInto for ColorGradingUniform
where Self: ShaderType<ExtraMetadata = StructMetadata<10usize>>, for<'__> Mat3: WriteInto, for<'__, '__, '__, '__, '__> Vec3: WriteInto, for<'__> Vec2: WriteInto, for<'__, '__, '__> f32: WriteInto,

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fn write_into<B: BufferMut>(&self, writer: &mut Writer<B>)

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impl Copy for ColorGradingUniform

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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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.
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unsafe fn clone_to_uninit(&self, dst: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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