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Structures

SurfaceVertexOutput

#
struct SurfaceVertexOutput {
@builtin(position)
position: vec4<f32>,
@location(0)
world_position: vec4<f32>,
@location(1)
world_normal: vec3<f32>,
@location(2)
undisplaced_xz: vec2<f32>,
@location(3)
sample_data: vec3<f32>,
@location(4)
base_world_position: vec3<f32>,
}

CameraDepthPath

#
struct CameraDepthPath {
path_length: f32,
screen_uv: vec2<f32>,
scene_z: f32,
has_background: bool,
}

CameraDepthDebug

#
struct CameraDepthDebug {
path_length: f32,
screen_uv: vec2<f32>,
refracted_uv: vec2<f32>,
refracted_sample_valid: bool,
has_background: bool,
}

NearSurface

#
struct NearSurface {
normal: vec3<f32>,
lighting_normal: vec3<f32>,
lighting_distance: f32,
lighting_normal_strength: f32,
filtered_detail_variance: f32,
}

PrimaryLightState

#
struct PrimaryLightState {
view_z: f32,
point_start: u32,
spot_start: u32,
light_end: u32,
shadow: f32,
color: vec3<f32>,
radiance: vec3<f32>,
}

MediumState

#
struct MediumState {
deep_body_albedo: vec3<f32>,
diffuse_irradiance: vec3<f32>,
water_depth: f32,
foam_density: f32,
}

FoamState

#
struct FoamState {
visible_density: f32,
white_density: f32,
white_mask: f32,
depth_path: CameraDepthPath,
has_depth_path: bool,
}

TransmissionState

#
struct TransmissionState {
body: vec3<f32>,
output: vec4<f32>,
handled: bool,
}

BodyLightingState

#
Used by 1 shader in bevy-aqua-core 0.1.3
struct BodyLightingState {
body: vec3<f32>,
foam_ambient: vec3<f32>,
fresnel: f32,
foam_roughness: f32,
environment_roughness: f32,
sun_roughness: f32,
}

LocalLightingState

#
Used by 1 shader in bevy-aqua-core 0.1.3
struct LocalLightingState {
body: vec3<f32>,
reflected: vec3<f32>,
foam_radiance: vec3<f32>,
foam_normal: vec3<f32>,
}
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