1#define_import_path bevy_pbr::irradiance_volume 3#import bevy_pbr::light_probe::query_light_probe 4#import bevy_pbr::mesh_view_bindings::{ 7 irradiance_volume_sampler, 10#import bevy_pbr::clustered_forward::ClusterableObjectIndexRanges 12#ifdef IRRADIANCE_VOLUMES_ARE_USABLE 17fn irradiance_volume_light( 18 world_position: vec3<f32>, 20 clusterable_object_index_ranges: ptr<function, ClusterableObjectIndexRanges>, 23 let query_result = query_light_probe( 26 clusterable_object_index_ranges, 30 if (query_result.texture_index < 0) { 37 if (!query_result.affects_lightmapped_mesh_diffuse) { 42#ifdef MULTIPLE_LIGHT_PROBES_IN_ARRAY 43 let irradiance_volume_texture = irradiance_volumes[query_result.texture_index]; 45 let irradiance_volume_texture = irradiance_volume; 48 let atlas_resolution = vec3<f32>(textureDimensions(irradiance_volume_texture)); 49 let resolution = vec3<f32>(textureDimensions(irradiance_volume_texture) / vec3(1u, 2u, 3u)); 52 var unit_pos = (query_result.light_from_world * vec4(world_position, 1.0f)).xyz; 53 let stp = clamp((unit_pos + 0.5) * resolution, vec3(0.5f), resolution - vec3(0.5f)); 54 let uvw = stp / atlas_resolution; 58 let neg_offset = select(vec3(0.0f), vec3(0.5f), N < vec3(0.0f)); 60 let uvw_x = uvw + vec3(0.0f, neg_offset.x, 0.0f); 61 let uvw_y = uvw + vec3(0.0f, neg_offset.y, 1.0f / 3.0f); 62 let uvw_z = uvw + vec3(0.0f, neg_offset.z, 2.0f / 3.0f); 64 let rgb_x = textureSampleLevel(irradiance_volume_texture, irradiance_volume_sampler, uvw_x, 0.0).rgb; 65 let rgb_y = textureSampleLevel(irradiance_volume_texture, irradiance_volume_sampler, uvw_y, 0.0).rgb; 66 let rgb_z = textureSampleLevel(irradiance_volume_texture, irradiance_volume_sampler, uvw_z, 0.0).rgb; 70 return (rgb_x * NN.x + rgb_y * NN.y + rgb_z * NN.z) * query_result.intensity; 73#endif // IRRADIANCE_VOLUMES_ARE_USABLE