Path: blob/main/crates/bevy_pbr/src/atmosphere/sky_view_lut.wgsl
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#import bevy_pbr::{
atmosphere::{
bindings::settings,
functions::{
get_view_position, raymarch_atmosphere,
max_atmosphere_distance, direction_atmosphere_to_world,
sky_view_lut_uv_to_zenith_azimuth, zenith_azimuth_to_ray_dir,
},
}
}
#import bevy_render::{
view::View,
maths::HALF_PI,
}
#import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput
@group(0) @binding(13) var sky_view_lut_out: texture_storage_2d<rgba16float, write>;
@compute
@workgroup_size(16, 16, 1)
fn main(@builtin(global_invocation_id) idx: vec3<u32>) {
let uv = vec2<f32>(idx.xy) / vec2<f32>(settings.sky_view_lut_size);
let cam_pos = get_view_position();
let r = length(cam_pos);
var zenith_azimuth = sky_view_lut_uv_to_zenith_azimuth(r, uv);
let ray_dir_as = zenith_azimuth_to_ray_dir(zenith_azimuth.x, zenith_azimuth.y);
let ray_dir_ws = direction_atmosphere_to_world(ray_dir_as);
let world_pos = vec3(0.0, r, 0.0);
let up = normalize(world_pos);
let mu = dot(ray_dir_ws, up);
let t_max = max_atmosphere_distance(r, mu);
let result = raymarch_atmosphere(world_pos, ray_dir_ws, t_max, settings.sky_view_lut_samples, uv, true);
textureStore(sky_view_lut_out, idx.xy, vec4(result.inscattering, 1.0));
}