environment_map.wgsl
Import path
Structures
Functions
Shader defs requirments:
š¢ MULTIPLE_LIGHT_PROBES_IN_ARRAY
fn
compute_radiances
(
input:
ptr<function, LightingInput>
,
layer:
u32
,
world_position:
vec3<f32>
,
found_diffuse_indirect:
bool
)
->
EnvironmentMapRadiances
Shader defs requirments:
š“ MULTIPLE_LIGHT_PROBES_IN_ARRAY
fn
compute_radiances
(
input:
ptr<function, LightingInput>
,
layer:
u32
,
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>
,
found_diffuse_indirect:
bool
)
fn
environment_map_light
(
input:
ptr<function, LightingInput>
,
found_diffuse_indirect:
bool
)
->
EnvironmentMapLight
Adds the environment map light from the clearcoat layer to that of the base layer.