2 mesh_view_types::Lights, 4 types::{Atmosphere, AtmosphereSettings}, 5 bindings::{atmosphere, view, settings}, 7 sample_atmosphere, AtmosphereSample, 8 sample_local_inscattering, get_view_position, 9 max_atmosphere_distance, direction_atmosphere_to_world, 10 sky_view_lut_uv_to_zenith_azimuth, zenith_azimuth_to_ray_dir, 11 MIDPOINT_RATIO, raymarch_atmosphere, EPSILON 20#import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput 22@group(0) @binding(13) var sky_view_lut_out: texture_storage_2d<rgba16float, write>; 25@workgroup_size(16, 16, 1) 26fn main(@builtin(global_invocation_id) idx: vec3<u32>) { 27 let uv = vec2<f32>(idx.xy) / vec2<f32>(settings.sky_view_lut_size); 29 let cam_pos = get_view_position(); 30 let r = length(cam_pos); 31 var zenith_azimuth = sky_view_lut_uv_to_zenith_azimuth(r, uv); 33 let ray_dir_as = zenith_azimuth_to_ray_dir(zenith_azimuth.x, zenith_azimuth.y); 34 let ray_dir_ws = direction_atmosphere_to_world(ray_dir_as); 36 let world_pos = vec3(0.0, r, 0.0); 37 let up = normalize(world_pos); 38 let mu = dot(ray_dir_ws, up); 39 let t_max = max_atmosphere_distance(r, mu); 41 let result = raymarch_atmosphere(world_pos, ray_dir_ws, t_max, settings.sky_view_lut_samples, uv, true); 43 textureStore(sky_view_lut_out, idx.xy, vec4(result.inscattering, 1.0));