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…sion (#8704) # Objective - Make #8015 easier to review; ## Solution - This commit contains changes not directly related to transmission required by #8015, in easier-to-review, one-change-per-commit form. --- ## Changelog ### Fixed - Clear motion vector prepass using `0.0` instead of `1.0`, to avoid TAA artifacts on transparent objects against the background; ### Added - The `E` mathematical constant is now available for use in shaders, exposed under `bevy_pbr::utils`; - A new `TAA` shader def is now available, for conditionally enabling shader logic via `#ifdef` when TAA is enabled; (e.g. for jittering texture samples) - A new `FallbackImageZero` resource is introduced, for when a fallback image filled with zeroes is required; - A new `RenderPhase<I>::render_range()` method is introduced, for render phases that need to render their items in multiple parceled out “steps”; ### Changed - The `MainTargetTextures` struct now holds both `Texture` and `TextureViews` for the main textures; - The fog shader functions under `bevy_pbr::fog` now take the a `Fog` structure as their first argument, instead of relying on the global `fog` uniform; - The main textures can now be used as copy sources; ## Migration Guide - `ViewTarget::main_texture()` and `ViewTarget::main_texture_other()` now return `&Texture` instead of `&TextureView`. If you were relying on these methods, replace your usage with `ViewTarget::main_texture_view()`and `ViewTarget::main_texture_other_view()`, respectively; - `ViewTarget::sampled_main_texture()` now returns `Option<&Texture>` instead of a `Option<&TextureView>`. If you were relying on this method, replace your usage with `ViewTarget::sampled_main_texture_view()`; - The `apply_fog()`, `linear_fog()`, `exponential_fog()`, `exponential_squared_fog()` and `atmospheric_fog()` functions now take a configurable `Fog` struct. If you were relying on them, update your usage by adding the global `fog` uniform as their first argument;
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