environment_map.wgsl

Import path
Structures
Functions
Shader defs requirments:
š¢ MULTIPLE_LIGHT_PROBES_IN_ARRAY
fn
compute_radiances
(
input:
LayerLightingInput
,
clusterable_object_index_ranges:
ptr<function,ClusterableObjectIndexRanges>
,

world_position:
vec3<f32>
,

found_diffuse_indirect:
bool
)
->
EnvironmentMapRadiances

Shader defs requirments:
š“ MULTIPLE_LIGHT_PROBES_IN_ARRAY
fn
compute_radiances
(
input:
LayerLightingInput
,
clusterable_object_index_ranges:
ptr<function,ClusterableObjectIndexRanges>
,

world_position:
vec3<f32>
,

found_diffuse_indirect:
bool
)
->
EnvironmentMapRadiances

Shader defs requirments:
š¢ STANDARD_MATERIAL_CLEARCOAT
fn
environment_map_light_clearcoat
(
,
input:
ptr<function,LightingInput>
,

clusterable_object_index_ranges:
ptr<function,ClusterableObjectIndexRanges>
,

found_diffuse_indirect:
bool
)

fn
environment_map_light
(
input:
ptr<function,LightingInput>
,

clusterable_object_index_ranges:
ptr<function,ClusterableObjectIndexRanges>
,

found_diffuse_indirect:
bool
)
->
EnvironmentMapLight

“Moving Frostbite to Physically Based Rendering 3.0”, listing 22 https://seblagarde.wordpress.com/wp-content/uploads/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf#page=70
Adds the environment map light from the clearcoat layer to that of the base layer.