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Structures

EnvironmentMapLight

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

EnvironmentMapRadiances

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

Functions

compute_radiances

#
Active when
MULTIPLE_LIGHT_PROBES_IN_ARRAY
fn compute_radiances (
input: ptr<function, LightingInput>,
layer: u32,
world_position: vec3<f32>,
found_diffuse_indirect: bool
) -> EnvironmentMapRadiances
Active when
!MULTIPLE_LIGHT_PROBES_IN_ARRAY
fn compute_radiances (
input: ptr<function, LightingInput>,
layer: u32,
world_position: vec3<f32>,
found_diffuse_indirect: bool
) -> EnvironmentMapRadiances

environment_map_light_clearcoat

#
Active when
STANDARD_MATERIAL_CLEARCOAT

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

fn environment_map_light_clearcoat (
out: ptr<function, EnvironmentMapLight>,
input: ptr<function, LightingInput>,
found_diffuse_indirect: bool
)

environment_map_light

#
fn environment_map_light (
input: ptr<function, LightingInput>,
found_diffuse_indirect: bool
) -> EnvironmentMapLight
Contents