Search across packages, versions, files, declarations, and comments. Use multiple terms to narrow results (AND), and add @vertex, @fragment, or @compute to filter by shader stage.
1#define_import_path bevy_pbr::mesh_view_types
3struct ClusterableObject {
4 // For point lights: the lower-right 2x2 values of the projection matrix [2][2] [2][3] [3][2] [3][3]
5 // For spot lights: the direction (x,z), spot_scale and spot_offset
6 light_custom_data: vec4<f32>,
7 color_inverse_square_range: vec4<f32>,
8 position_radius: vec4<f32>,
9 // 'flags' is a bit field indicating various options. u32 is 32 bits so we have up to 32 options.
10 flags: u32,
11 shadow_depth_bias: f32,
12 shadow_normal_bias: f32,
13 spot_light_tan_angle: f32,
14 soft_shadow_size: f32,
15 shadow_map_near_z: f32,
16 pad_a: f32,
17 pad_b: f32,
18};
20const POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT: u32 = 1u;
21const POINT_LIGHT_FLAGS_SPOT_LIGHT_Y_NEGATIVE: u32 = 2u;
22const POINT_LIGHT_FLAGS_VOLUMETRIC_BIT: u32 = 4u;
24struct DirectionalCascade {
25 clip_from_world: mat4x4<f32>,
26 texel_size: f32,
27 far_bound: f32,
30struct DirectionalLight {
31 cascades: array<DirectionalCascade, #{MAX_CASCADES_PER_LIGHT}>,
32 color: vec4<f32>,
33 direction_to_light: vec3<f32>,
34 // 'flags' is a bit field indicating various options. u32 is 32 bits so we have up to 32 options.
35 flags: u32,
36 soft_shadow_size: f32,
37 shadow_depth_bias: f32,
38 shadow_normal_bias: f32,
39 num_cascades: u32,
40 cascades_overlap_proportion: f32,
41 depth_texture_base_index: u32,
42 skip: u32,
43};
45const DIRECTIONAL_LIGHT_FLAGS_SHADOWS_ENABLED_BIT: u32 = 1u;
46const DIRECTIONAL_LIGHT_FLAGS_VOLUMETRIC_BIT: u32 = 2u;
48struct Lights {
49 // NOTE: this array size must be kept in sync with the constants defined in bevy_pbr/src/render/light.rs
50 directional_lights: array<DirectionalLight, #{MAX_DIRECTIONAL_LIGHTS}u>,
51 ambient_color: vec4<f32>,
52 // x/y/z dimensions and n_clusters in w
53 cluster_dimensions: vec4<u32>,
54 // xy are vec2<f32>(cluster_dimensions.xy) / vec2<f32>(view.width, view.height)
55 //
56 // For perspective projections:
57 // z is cluster_dimensions.z / log(far / near)
58 // w is cluster_dimensions.z * log(near) / log(far / near)
59 //
60 // For orthographic projections:
61 // NOTE: near and far are +ve but -z is infront of the camera
62 // z is -near
63 // w is cluster_dimensions.z / (-far - -near)
64 cluster_factors: vec4<f32>,
65 n_directional_lights: u32,
66 spot_light_shadowmap_offset: i32,
67 environment_map_smallest_specular_mip_level: u32,
68 environment_map_intensity: f32,
69};
71struct Fog {
72 base_color: vec4<f32>,
73 directional_light_color: vec4<f32>,
74 // `be` and `bi` are allocated differently depending on the fog mode
75 //
76 // For Linear Fog:
77 // be.x = start, be.y = end
78 // For Exponential and ExponentialSquared Fog:
79 // be.x = density
80 // For Atmospheric Fog:
81 // be = per-channel extinction density
82 // bi = per-channel inscattering density
83 be: vec3<f32>,
84 directional_light_exponent: f32,
85 bi: vec3<f32>,
86 mode: u32,
89// Important: These must be kept in sync with `fog.rs`
90const FOG_MODE_OFF: u32 = 0u;
91const FOG_MODE_LINEAR: u32 = 1u;
92const FOG_MODE_EXPONENTIAL: u32 = 2u;
93const FOG_MODE_EXPONENTIAL_SQUARED: u32 = 3u;
94const FOG_MODE_ATMOSPHERIC: u32 = 4u;
96#if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 3
97struct ClusterableObjects {
98 data: array<ClusterableObject>,
99};
100struct ClusterLightIndexLists {
101 data: array<u32>,
102};
103struct ClusterOffsetsAndCounts {
104 data: array<vec4<u32>>,
105};
106#else
107struct ClusterableObjects {
108 data: array<ClusterableObject, 204u>,
109};
110struct ClusterLightIndexLists {
111 // each u32 contains 4 u8 indices into the ClusterableObjects array
112 data: array<vec4<u32>, 1024u>,
113};
114struct ClusterOffsetsAndCounts {
115 // each u32 contains a 24-bit index into ClusterLightIndexLists in the high 24 bits
116 // and an 8-bit count of the number of lights in the low 8 bits
117 data: array<vec4<u32>, 1024u>,
118};
119#endif
121struct LightProbe {
122 // This is stored as the transpose in order to save space in this structure.
123 // It'll be transposed in the `environment_map_light` function.
124 light_from_world_transposed: mat3x4<f32>,
125 cubemap_index: i32,
126 intensity: f32,
127};
129struct LightProbes {
130 // This must match `MAX_VIEW_REFLECTION_PROBES` on the Rust side.
131 reflection_probes: array<LightProbe, 8u>,
132 irradiance_volumes: array<LightProbe, 8u>,
133 reflection_probe_count: i32,
134 irradiance_volume_count: i32,
135 // The index of the view environment map cubemap binding, or -1 if there's
136 // no such cubemap.
137 view_cubemap_index: i32,
138 // The smallest valid mipmap level for the specular environment cubemap
139 // associated with the view.
140 smallest_specular_mip_level_for_view: u32,
141 // The intensity of the environment map associated with the view.
142 intensity_for_view: f32,
143};
145// Settings for screen space reflections.
146//
147// For more information on these settings, see the documentation for
148// `bevy_pbr::ssr::ScreenSpaceReflections`.
149struct ScreenSpaceReflectionsSettings {
150 perceptual_roughness_threshold: f32,
151 thickness: f32,
152 linear_steps: u32,
153 linear_march_exponent: f32,
154 bisection_steps: u32,
155 use_secant: u32,
156};
158struct EnvironmentMapUniform {
159 // Transformation matrix for the environment cubemaps in world space.
160 transform: mat4x4<f32>,
161};
163// Shader version of the order independent transparency settings component.
164struct OrderIndependentTransparencySettings {
165 layers_count: i32,
166 alpha_threshold: f32,
167};
Contents