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environment_map.wgsl

Import path

Structures

EnvironmentMapLight

#
struct EnvironmentMapLight {
diffuse: vec3<f32> ,
specular: vec3<f32> ,
}

EnvironmentMapRadiances

#
struct EnvironmentMapRadiances {
irradiance: vec3<f32> ,
radiance: vec3<f32> ,
}

Functions

compute_radiances

#

Shader defs requirments:

🟢 MULTIPLE_LIGHT_PROBES_IN_ARRAY

fn compute_radiances (
clusterable_object_index_ranges: ptr<function,ClusterableObjectIndexRanges>
world_position: vec3<f32>
found_diffuse_indirect: bool
) -> EnvironmentMapRadiances

compute_radiances

#

Shader defs requirments:

šŸ”“ MULTIPLE_LIGHT_PROBES_IN_ARRAY

fn compute_radiances (
clusterable_object_index_ranges: ptr<function,ClusterableObjectIndexRanges>
world_position: vec3<f32>
found_diffuse_indirect: bool
) -> EnvironmentMapRadiances

environment_map_light_clearcoat

#

Shader defs requirments:

🟢 STANDARD_MATERIAL_CLEARCOAT

Adds the environment map light from the clearcoat layer to that of the base layer.

fn environment_map_light_clearcoat (
clusterable_object_index_ranges: ptr<function,ClusterableObjectIndexRanges>
found_diffuse_indirect: bool
)

environment_map_light

#
fn environment_map_light (
clusterable_object_index_ranges: ptr<function,ClusterableObjectIndexRanges>
found_diffuse_indirect: bool
) -> EnvironmentMapLight

radiance_sample_direction

#
fn radiance_sample_direction (
roughness: f32
) -> vec3<f32>