2 mesh_view_types::{Lights, DirectionalLight}, 4 types::{Atmosphere, AtmosphereSettings}, 5 bindings::{atmosphere, settings}, 7 multiscattering_lut_uv_to_r_mu, sample_transmittance_lut, 8 get_local_r, get_local_up, sample_atmosphere, FRAC_4_PI, 9 max_atmosphere_distance, rayleigh, henyey_greenstein, 10 zenith_azimuth_to_ray_dir, 13 distance_to_top_atmosphere_boundary, distance_to_bottom_atmosphere_boundary, ray_intersects_ground 18#import bevy_render::maths::{PI,PI_2} 20const PHI_2: vec2<f32> = vec2(1.3247179572447460259609088, 1.7548776662466927600495087); 22@group(0) @binding(13) var multiscattering_lut_out: texture_storage_2d<rgba16float, write>; 24fn s2_sequence(n: u32) -> vec2<f32> { 25 return fract(0.5 + f32(n) * PHI_2); 29fn uv_to_sphere(uv: vec2<f32>) -> vec3<f32> { 30 let phi = PI_2 * uv.y; 31 let sin_lambda = 2 * uv.x - 1; 32 let cos_lambda = sqrt(1 - sin_lambda * sin_lambda); 34 return vec3(cos_lambda * cos(phi), cos_lambda * sin(phi), sin_lambda); 38var<workgroup> multi_scat_shared_mem: array<vec3<f32>, 64>; 39var<workgroup> l_shared_mem: array<vec3<f32>, 64>; 42@workgroup_size(1, 1, 64) 43fn main(@builtin(global_invocation_id) global_id: vec3<u32>) { 44 var uv = (vec2<f32>(global_id.xy) + 0.5) / vec2<f32>(settings.multiscattering_lut_size); 46 let r_mu = multiscattering_lut_uv_to_r_mu(uv); 47 let light_dir = normalize(vec3(0.0, r_mu.y, -1.0)); 49 let ray_dir = uv_to_sphere(s2_sequence(global_id.z)); 50 let ms_sample = sample_multiscattering_dir(r_mu.x, ray_dir, light_dir); 53 let sphere_solid_angle = 4.0 * PI; 54 let sample_weight = sphere_solid_angle / 64.0; 55 multi_scat_shared_mem[global_id.z] = ms_sample.f_ms * sample_weight; 56 l_shared_mem[global_id.z] = ms_sample.l_2 * sample_weight; 61 for (var step = 32u; step > 0u; step >>= 1u) { 62 if global_id.z < step { 63 multi_scat_shared_mem[global_id.z] += multi_scat_shared_mem[global_id.z + step]; 64 l_shared_mem[global_id.z] += l_shared_mem[global_id.z + step]; 74 let f_ms = multi_scat_shared_mem[0] * FRAC_4_PI; 75 let l_2 = l_shared_mem[0] * FRAC_4_PI; 78 let psi_ms = l_2 / (1.0 - f_ms); 79 textureStore(multiscattering_lut_out, global_id.xy, vec4<f32>(psi_ms, 1.0)); 82struct MultiscatteringSample { 87fn sample_multiscattering_dir(r: f32, ray_dir: vec3<f32>, light_dir: vec3<f32>) -> MultiscatteringSample { 89 let mu_view = ray_dir.y; 90 let t_max = max_atmosphere_distance(r, mu_view); 92 let dt = t_max / f32(settings.multiscattering_lut_samples); 93 var optical_depth = vec3<f32>(0.0); 97 var throughput = vec3(1.0); 98 for (var i: u32 = 0u; i < settings.multiscattering_lut_samples; i++) { 99 let t_i = dt * (f32(i) + 0.5); 100 let local_r = get_local_r(r, mu_view, t_i); 101 let local_up = get_local_up(r, t_i, ray_dir); 103 let local_atmosphere = sample_atmosphere(local_r); 104 let sample_optical_depth = local_atmosphere.extinction * dt; 105 let sample_transmittance = exp(-sample_optical_depth); 106 optical_depth += sample_optical_depth; 108 let mu_light = dot(light_dir, local_up); 109 let scattering_no_phase = local_atmosphere.rayleigh_scattering + local_atmosphere.mie_scattering; 111 let ms = scattering_no_phase; 112 let ms_int = (ms - ms * sample_transmittance) / local_atmosphere.extinction; 113 f_ms += throughput * ms_int; 115 let transmittance_to_light = sample_transmittance_lut(local_r, mu_light); 116 let shadow_factor = transmittance_to_light * f32(!ray_intersects_ground(local_r, mu_light)); 118 let s = scattering_no_phase * shadow_factor * FRAC_4_PI; 119 let s_int = (s - s * sample_transmittance) / local_atmosphere.extinction; 120 l_2 += throughput * s_int; 122 throughput *= sample_transmittance; 123 if all(throughput < vec3(0.001)) { 129 if ray_intersects_ground(r, mu_view) { 130 let transmittance_to_ground = exp(-optical_depth); 131 let local_up = get_local_up(r, t_max, ray_dir); 132 let mu_light = dot(light_dir, local_up); 133 let transmittance_to_light = sample_transmittance_lut(0.0, mu_light); 134 let ground_luminance = transmittance_to_light * transmittance_to_ground * max(mu_light, 0.0) * atmosphere.ground_albedo; 135 l_2 += ground_luminance; 138 return MultiscatteringSample(l_2, f_ms);