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types.wgsl

Import path

Structures

Atmosphere

#
struct Atmosphere {
bottom_radius: f32 ,
top_radius: f32 ,
ground_albedo: vec3<f32> ,
rayleigh_density_exp_scale: f32 ,
rayleigh_scattering: vec3<f32> ,
mie_density_exp_scale: f32 ,
mie_scattering: f32 ,
mie_absorption: f32 ,
mie_asymmetry: f32 ,
ozone_layer_altitude: f32 ,
ozone_layer_width: f32 ,
ozone_absorption: vec3<f32> ,
}

AtmosphereSettings

#
struct AtmosphereSettings {
transmittance_lut_size: vec2<u32> ,
multiscattering_lut_size: vec2<u32> ,
sky_view_lut_size: vec2<u32> ,
aerial_view_lut_size: vec3<u32> ,
transmittance_lut_samples: u32 ,
multiscattering_lut_dirs: u32 ,
multiscattering_lut_samples: u32 ,
sky_view_lut_samples: u32 ,
aerial_view_lut_samples: u32 ,
aerial_view_lut_max_distance: f32 ,
scene_units_to_m: f32 ,
}

AtmosphereTransforms

#

“Atmosphere space” is just the view position with y=0 and oriented horizontally, so the horizon stays a horizontal line in our luts

struct AtmosphereTransforms {
world_from_atmosphere: mat4x4<f32> ,
atmosphere_from_world: mat4x4<f32> ,
}