1#define_import_path bevy_pbr::irradiance_volume 3#import bevy_pbr::light_probe::query_light_probe 4#import bevy_pbr::mesh_view_bindings::{ 7 irradiance_volume_sampler, 11#ifdef IRRADIANCE_VOLUMES_ARE_USABLE 16fn irradiance_volume_light(world_position: vec3<f32>, N: vec3<f32>) -> vec3<f32> { 18 let query_result = query_light_probe(world_position, true); 21 if (query_result.texture_index < 0) { 25#ifdef MULTIPLE_LIGHT_PROBES_IN_ARRAY 26 let irradiance_volume_texture = irradiance_volumes[query_result.texture_index]; 28 let irradiance_volume_texture = irradiance_volume; 31 let atlas_resolution = vec3<f32>(textureDimensions(irradiance_volume_texture)); 32 let resolution = vec3<f32>(textureDimensions(irradiance_volume_texture) / vec3(1u, 2u, 3u)); 35 var unit_pos = (query_result.light_from_world * vec4(world_position, 1.0f)).xyz; 36 let stp = clamp((unit_pos + 0.5) * resolution, vec3(0.5f), resolution - vec3(0.5f)); 37 let uvw = stp / atlas_resolution; 41 let neg_offset = select(vec3(0.0f), vec3(0.5f), N < vec3(0.0f)); 43 let uvw_x = uvw + vec3(0.0f, neg_offset.x, 0.0f); 44 let uvw_y = uvw + vec3(0.0f, neg_offset.y, 1.0f / 3.0f); 45 let uvw_z = uvw + vec3(0.0f, neg_offset.z, 2.0f / 3.0f); 47 let rgb_x = textureSampleLevel(irradiance_volume_texture, irradiance_volume_sampler, uvw_x, 0.0).rgb; 48 let rgb_y = textureSampleLevel(irradiance_volume_texture, irradiance_volume_sampler, uvw_y, 0.0).rgb; 49 let rgb_z = textureSampleLevel(irradiance_volume_texture, irradiance_volume_sampler, uvw_z, 0.0).rgb; 53 return (rgb_x * NN.x + rgb_y * NN.y + rgb_z * NN.z) * query_result.intensity; 56#endif // IRRADIANCE_VOLUMES_ARE_USABLE