pub struct ViewUniforms {
pub uniforms: DynamicUniformBuffer<ViewUniform>,
}
Fields§
§uniforms: DynamicUniformBuffer<ViewUniform>
Trait Implementations§
Source§impl FromWorld for ViewUniforms
impl FromWorld for ViewUniforms
Source§fn from_world(world: &mut World) -> Self
fn from_world(world: &mut World) -> Self
Creates
Self
using data from the given World
.impl Resource for ViewUniforms
Auto Trait Implementations§
impl Freeze for ViewUniforms
impl RefUnwindSafe for ViewUniforms
impl Send for ViewUniforms
impl Sync for ViewUniforms
impl Unpin for ViewUniforms
impl UnwindSafe for ViewUniforms
Blanket Implementations§
Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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.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
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
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