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1#import bevy_pbr::{
2 mesh_view_types::{Lights, DirectionalLight},
3 atmosphere::{
4 types::{Atmosphere, AtmosphereSettings},
5 bindings::{atmosphere, settings, view, lights, aerial_view_lut_out},
6 functions::{
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
11 },
12 }
16@group(0) @binding(13) var aerial_view_lut_out: texture_storage_3d<rgba16float, write>;
18@compute
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;
30 var prev_t = 0.0;
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);
38 prev_t = t_i;
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);
48 // evaluate one segment of the integral
49 var inscattering = sample_local_inscattering(local_atmosphere, ray_dir, sample_pos);
51 // Analytical integration of the single scattering term in the radiance transfer equation
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)) {
57 break;
58 }
59 }
61 // Store in log space to allow linear interpolation of exponential values between slices
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));
64 }
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