2 mesh_view_types::{Lights, DirectionalLight}, 4 types::{Atmosphere, AtmosphereSettings}, 5 bindings::{atmosphere, settings, view, lights, aerial_view_lut_out}, 7 sample_transmittance_lut, sample_atmosphere, rayleigh, henyey_greenstein, 8 sample_multiscattering_lut, AtmosphereSample, sample_local_inscattering, 9 uv_to_ndc, max_atmosphere_distance, uv_to_ray_direction, 10 MIDPOINT_RATIO, get_view_position 16@group(0) @binding(13) var aerial_view_lut_out: texture_storage_3d<rgba16float, write>; 19@workgroup_size(16, 16, 1) 20fn main(@builtin(global_invocation_id) idx: vec3<u32>) { 21 if any(idx.xy > settings.aerial_view_lut_size.xy) { return; } 23 let uv = (vec2<f32>(idx.xy) + 0.5) / vec2<f32>(settings.aerial_view_lut_size.xy); 24 let ray_dir = uv_to_ray_direction(uv); 25 let world_pos = get_view_position(); 27 let r = length(world_pos); 28 let t_max = settings.aerial_view_lut_max_distance; 31 var total_inscattering = vec3(0.0); 32 var throughput = vec3(1.0); 34 for (var slice_i: u32 = 0; slice_i < settings.aerial_view_lut_size.z; slice_i++) { 35 for (var step_i: u32 = 0; step_i < settings.aerial_view_lut_samples; step_i++) { 36 let t_i = t_max * (f32(slice_i) + ((f32(step_i) + MIDPOINT_RATIO) / f32(settings.aerial_view_lut_samples))) / f32(settings.aerial_view_lut_size.z); 37 let dt = (t_i - prev_t); 40 let sample_pos = world_pos + ray_dir * t_i; 41 let local_r = length(sample_pos); 42 let local_up = normalize(sample_pos); 44 let local_atmosphere = sample_atmosphere(local_r); 45 let sample_optical_depth = local_atmosphere.extinction * dt; 46 let sample_transmittance = exp(-sample_optical_depth); 49 var inscattering = sample_local_inscattering(local_atmosphere, ray_dir, sample_pos); 52 let s_int = (inscattering - inscattering * sample_transmittance) / local_atmosphere.extinction; 53 total_inscattering += throughput * s_int; 55 throughput *= sample_transmittance; 56 if all(throughput < vec3(0.001)) { 62 let log_inscattering = log(max(total_inscattering, vec3(1e-6))); 63 textureStore(aerial_view_lut_out, vec3(vec2<u32>(idx.xy), slice_i), vec4(log_inscattering, 0.0));