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Structures

Atmosphere

#
struct Atmosphere {
bottom_radius: f32,
top_radius: f32,
ground_albedo: vec3<f32>,
rayleigh_density_exp_scale: f32,
rayleigh_scattering: vec3<f32>,
mie_density_exp_scale: f32,
mie_scattering: f32,
mie_absorption: f32,
mie_asymmetry: f32,
ozone_layer_altitude: f32,
ozone_layer_width: f32,
ozone_absorption: vec3<f32>,
}

AtmosphereSettings

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struct AtmosphereSettings {
transmittance_lut_size: vec2<u32>,
multiscattering_lut_size: vec2<u32>,
sky_view_lut_size: vec2<u32>,
aerial_view_lut_size: vec3<u32>,
transmittance_lut_samples: u32,
multiscattering_lut_dirs: u32,
multiscattering_lut_samples: u32,
sky_view_lut_samples: u32,
aerial_view_lut_samples: u32,
aerial_view_lut_max_distance: f32,
scene_units_to_m: f32,
sky_max_samples: u32,
rendering_method: u32,
}

AtmosphereTransforms

#
Used by 1 shader in bevy_pbr 0.17.2

“Atmosphere space” is just the view position with y=0 and oriented horizontally, so the horizon stays a horizontal line in our luts

struct AtmosphereTransforms {
world_from_atmosphere: mat4x4<f32>,
}
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