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1#define_import_path bevy_pbr::mesh_view_types
3struct ClusterableObject {
4 // For point lights: the lower-right 2x2 values of the projection matrix [2][2] [2][3] [3][2] [3][3]
5 // For spot lights: the direction (x,z), spot_scale and spot_offset
6 light_custom_data: vec4<f32>,
7 color_inverse_square_range: vec4<f32>,
8 position_radius: vec4<f32>,
9 // 'flags' is a bit field indicating various options. u32 is 32 bits so we have up to 32 options.
10 flags: u32,
11 shadow_depth_bias: f32,
12 shadow_normal_bias: f32,
13 spot_light_tan_angle: f32,
14 soft_shadow_size: f32,
15 shadow_map_near_z: f32,
16 decal_index: u32,
17 pad: f32,
18};
20const POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT: u32 = 1u << 0u;
21const POINT_LIGHT_FLAGS_SPOT_LIGHT_Y_NEGATIVE: u32 = 1u << 1u;
22const POINT_LIGHT_FLAGS_VOLUMETRIC_BIT: u32 = 1u << 2u;
23const POINT_LIGHT_FLAGS_AFFECTS_LIGHTMAPPED_MESH_DIFFUSE_BIT: u32 = 1u << 3u;
25struct DirectionalCascade {
26 clip_from_world: mat4x4<f32>,
27 texel_size: f32,
28 far_bound: f32,
31struct DirectionalLight {
32 cascades: array<DirectionalCascade, #{MAX_CASCADES_PER_LIGHT}>,
33 color: vec4<f32>,
34 direction_to_light: vec3<f32>,
35 // 'flags' is a bit field indicating various options. u32 is 32 bits so we have up to 32 options.
36 flags: u32,
37 soft_shadow_size: f32,
38 shadow_depth_bias: f32,
39 shadow_normal_bias: f32,
40 num_cascades: u32,
41 cascades_overlap_proportion: f32,
42 depth_texture_base_index: u32,
43 decal_index: u32,
44 sun_disk_angular_size: f32,
45 sun_disk_intensity: f32,
46};
48const DIRECTIONAL_LIGHT_FLAGS_SHADOWS_ENABLED_BIT: u32 = 1u << 0u;
49const DIRECTIONAL_LIGHT_FLAGS_VOLUMETRIC_BIT: u32 = 1u << 1u;
50const DIRECTIONAL_LIGHT_FLAGS_AFFECTS_LIGHTMAPPED_MESH_DIFFUSE_BIT: u32 = 1u << 2u;
52struct Lights {
53 // NOTE: this array size must be kept in sync with the constants defined in bevy_pbr/src/render/light.rs
54 directional_lights: array<DirectionalLight, #{MAX_DIRECTIONAL_LIGHTS}u>,
55 ambient_color: vec4<f32>,
56 // x/y/z dimensions and n_clusters in w
57 cluster_dimensions: vec4<u32>,
58 // xy are vec2<f32>(cluster_dimensions.xy) / vec2<f32>(view.width, view.height)
59 //
60 // For perspective projections:
61 // z is cluster_dimensions.z / log(far / near)
62 // w is cluster_dimensions.z * log(near) / log(far / near)
63 //
64 // For orthographic projections:
65 // NOTE: near and far are +ve but -z is infront of the camera
66 // z is -near
67 // w is cluster_dimensions.z / (-far - -near)
68 cluster_factors: vec4<f32>,
69 n_directional_lights: u32,
70 spot_light_shadowmap_offset: i32,
71 ambient_light_affects_lightmapped_meshes: u32
72};
74struct Fog {
75 base_color: vec4<f32>,
76 directional_light_color: vec4<f32>,
77 // `be` and `bi` are allocated differently depending on the fog mode
78 //
79 // For Linear Fog:
80 // be.x = start, be.y = end
81 // For Exponential and ExponentialSquared Fog:
82 // be.x = density
83 // For Atmospheric Fog:
84 // be = per-channel extinction density
85 // bi = per-channel inscattering density
86 be: vec3<f32>,
87 directional_light_exponent: f32,
88 bi: vec3<f32>,
89 mode: u32,
92// Important: These must be kept in sync with `fog.rs`
93const FOG_MODE_OFF: u32 = 0u;
94const FOG_MODE_LINEAR: u32 = 1u;
95const FOG_MODE_EXPONENTIAL: u32 = 2u;
96const FOG_MODE_EXPONENTIAL_SQUARED: u32 = 3u;
97const FOG_MODE_ATMOSPHERIC: u32 = 4u;
99#if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 3
100struct ClusterableObjects {
101 data: array<ClusterableObject>,
102};
103struct ClusterLightIndexLists {
104 data: array<u32>,
105};
106struct ClusterOffsetsAndCounts {
107 data: array<array<vec4<u32>, 2>>,
108};
109#else
110struct ClusterableObjects {
111 data: array<ClusterableObject, 204u>,
112};
113struct ClusterLightIndexLists {
114 // each u32 contains 4 u8 indices into the ClusterableObjects array
115 data: array<vec4<u32>, 1024u>,
116};
117struct ClusterOffsetsAndCounts {
118 // each u32 contains a 24-bit index into ClusterLightIndexLists in the high 24 bits
119 // and an 8-bit count of the number of lights in the low 8 bits
120 data: array<vec4<u32>, 1024u>,
121};
122#endif
124struct LightProbe {
125 // This is stored as the transpose in order to save space in this structure.
126 // It'll be transposed in the `environment_map_light` function.
127 light_from_world_transposed: mat3x4<f32>,
128 cubemap_index: i32,
129 intensity: f32,
130 // Whether this light probe contributes diffuse light to lightmapped meshes.
131 affects_lightmapped_mesh_diffuse: u32,
132};
134struct LightProbes {
135 // This must match `MAX_VIEW_REFLECTION_PROBES` on the Rust side.
136 reflection_probes: array<LightProbe, 8u>,
137 irradiance_volumes: array<LightProbe, 8u>,
138 reflection_probe_count: i32,
139 irradiance_volume_count: i32,
140 // The index of the view environment map cubemap binding, or -1 if there's
141 // no such cubemap.
142 view_cubemap_index: i32,
143 // The smallest valid mipmap level for the specular environment cubemap
144 // associated with the view.
145 smallest_specular_mip_level_for_view: u32,
146 // The intensity of the environment map associated with the view.
147 intensity_for_view: f32,
148 // Whether the environment map attached to the view affects the diffuse
149 // lighting for lightmapped meshes.
150 view_environment_map_affects_lightmapped_mesh_diffuse: u32,
151};
153// Settings for screen space reflections.
154//
155// For more information on these settings, see the documentation for
156// `bevy_pbr::ssr::ScreenSpaceReflections`.
157struct ScreenSpaceReflectionsSettings {
158 perceptual_roughness_threshold: f32,
159 thickness: f32,
160 linear_steps: u32,
161 linear_march_exponent: f32,
162 bisection_steps: u32,
163 use_secant: u32,
164};
166struct EnvironmentMapUniform {
167 // Transformation matrix for the environment cubemaps in world space.
168 transform: mat4x4<f32>,
169};
171// Shader version of the order independent transparency settings component.
172struct OrderIndependentTransparencySettings {
173 layers_count: i32,
174 alpha_threshold: f32,
175};
177struct ClusteredDecal {
178 local_from_world: mat4x4<f32>,
179 image_index: i32,
180 tag: u32,
181 pad_a: u32,
182 pad_b: u32,
185struct ClusteredDecals {
186 decals: array<ClusteredDecal>,
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