pub struct MotionBlurNode;
Trait Implementations§
Source§impl Default for MotionBlurNode
impl Default for MotionBlurNode
Source§fn default() -> MotionBlurNode
fn default() -> MotionBlurNode
Returns the “default value” for a type. Read more
Source§impl ViewNode for MotionBlurNode
impl ViewNode for MotionBlurNode
Source§type ViewQuery = (&'static ViewTarget, &'static MotionBlurPipelineId, &'static ViewPrepassTextures, &'static MotionBlur, &'static Msaa)
type ViewQuery = (&'static ViewTarget, &'static MotionBlurPipelineId, &'static ViewPrepassTextures, &'static MotionBlur, &'static Msaa)
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
Source§fn run(
&self,
_graph: &mut RenderGraphContext<'_>,
render_context: &mut RenderContext<'_>,
(view_target, pipeline_id, prepass_textures, motion_blur, msaa): QueryItem<'_, Self::ViewQuery>,
world: &World,
) -> Result<(), NodeRunError>
fn run( &self, _graph: &mut RenderGraphContext<'_>, render_context: &mut RenderContext<'_>, (view_target, pipeline_id, prepass_textures, motion_blur, msaa): QueryItem<'_, Self::ViewQuery>, world: &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
.Auto Trait Implementations§
impl Freeze for MotionBlurNode
impl RefUnwindSafe for MotionBlurNode
impl Send for MotionBlurNode
impl Sync for MotionBlurNode
impl Unpin for MotionBlurNode
impl UnwindSafe for MotionBlurNode
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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
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impl<T> Downcast for Twhere
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Source§impl<T> FromWorld for Twhere
T: Default,
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T: Default,
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Source§impl<T> IntoEither for T
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Converts self
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