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1#define_import_path bevy_pbr::lightmap
3#import bevy_pbr::mesh_bindings::mesh
5#ifdef MULTIPLE_LIGHTMAPS_IN_ARRAY
6@group(1) @binding(4) var lightmaps_textures: binding_array<texture_2d<f32>, 4>;
7@group(1) @binding(5) var lightmaps_samplers: binding_array<sampler, 4>;
8#else // MULTIPLE_LIGHTMAPS_IN_ARRAY
9@group(1) @binding(4) var lightmaps_texture: texture_2d<f32>;
10@group(1) @binding(5) var lightmaps_sampler: sampler;
11#endif // MULTIPLE_LIGHTMAPS_IN_ARRAY
13// Samples the lightmap, if any, and returns indirect illumination from it.
14fn lightmap(uv: vec2<f32>, exposure: f32, instance_index: u32) -> vec3<f32> {
15 let packed_uv_rect = mesh[instance_index].lightmap_uv_rect;
16 let uv_rect = vec4<f32>(
17 unpack2x16unorm(packed_uv_rect.x),
18 unpack2x16unorm(packed_uv_rect.y),
19 );
20 let lightmap_uv = mix(uv_rect.xy, uv_rect.zw, uv);
21 let lightmap_slot = mesh[instance_index].material_and_lightmap_bind_group_slot >> 16u;
23 // Bicubic 4-tap
24 // https://developer.nvidia.com/gpugems/gpugems2/part-iii-high-quality-rendering/chapter-20-fast-third-order-texture-filtering
25 // https://advances.realtimerendering.com/s2021/jpatry_advances2021/index.html#/111/0/2
26#ifdef LIGHTMAP_BICUBIC_SAMPLING
27 let texture_size = vec2<f32>(lightmap_size(lightmap_slot));
28 let texel_size = 1.0 / texture_size;
29 let puv = lightmap_uv * texture_size + 0.5;
30 let iuv = floor(puv);
31 let fuv = fract(puv);
32 let g0x = g0(fuv.x);
33 let g1x = g1(fuv.x);
34 let h0x = h0_approx(fuv.x);
35 let h1x = h1_approx(fuv.x);
36 let h0y = h0_approx(fuv.y);
37 let h1y = h1_approx(fuv.y);
38 let p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - 0.5) * texel_size;
39 let p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - 0.5) * texel_size;
40 let p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - 0.5) * texel_size;
41 let p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - 0.5) * texel_size;
42 let color = g0(fuv.y) * (g0x * sample(p0, lightmap_slot) + g1x * sample(p1, lightmap_slot)) + g1(fuv.y) * (g0x * sample(p2, lightmap_slot) + g1x * sample(p3, lightmap_slot));
43#else
44 let color = sample(lightmap_uv, lightmap_slot);
45#endif
47 return color * exposure;
50fn lightmap_size(lightmap_slot: u32) -> vec2<u32> {
51#ifdef MULTIPLE_LIGHTMAPS_IN_ARRAY
52 return textureDimensions(lightmaps_textures[lightmap_slot]);
53#else
54 return textureDimensions(lightmaps_texture);
55#endif
58fn sample(uv: vec2<f32>, lightmap_slot: u32) -> vec3<f32> {
59 // Mipmapping lightmaps is usually a bad idea due to leaking across UV
60 // islands, so there's no harm in using mip level 0 and it lets us avoid
61 // control flow uniformity problems.
62#ifdef MULTIPLE_LIGHTMAPS_IN_ARRAY
63 return textureSampleLevel(lightmaps_textures[lightmap_slot], lightmaps_samplers[lightmap_slot], uv, 0.0).rgb;
64#else
65 return textureSampleLevel(lightmaps_texture, lightmaps_sampler, uv, 0.0).rgb;
66#endif
69fn w0(a: f32) -> f32 {
70 return (1.0 / 6.0) * (a * (a * (-a + 3.0) - 3.0) + 1.0);
73fn w1(a: f32) -> f32 {
74 return (1.0 / 6.0) * (a * a * (3.0 * a - 6.0) + 4.0);
77fn w2(a: f32) -> f32 {
78 return (1.0 / 6.0) * (a * (a * (-3.0 * a + 3.0) + 3.0) + 1.0);
81fn w3(a: f32) -> f32 {
82 return (1.0 / 6.0) * (a * a * a);
85fn g0(a: f32) -> f32 {
86 return w0(a) + w1(a);
89fn g1(a: f32) -> f32 {
90 return w2(a) + w3(a);
93fn h0_approx(a: f32) -> f32 {
94 return -0.2 - a * (0.24 * a - 0.44);
97fn h1_approx(a: f32) -> f32 {
98 return 1.0 + a * (0.24 * a - 0.04);
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