5 sample_density_lut, sample_local_inscattering, uv_to_ray_direction, get_view_position, 6 MIDPOINT_RATIO, MIN_EXTINCTION, ABSORPTION_DENSITY, SCATTERING_DENSITY, 12@group(0) @binding(13) var aerial_view_lut_out: texture_storage_3d<rgba16float, write>; 15@workgroup_size(16, 16, 1) 16fn main(@builtin(global_invocation_id) idx: vec3<u32>) { 17 if any(idx.xy > settings.aerial_view_lut_size.xy) { return; } 19 let uv = (vec2<f32>(idx.xy) + 0.5) / vec2<f32>(settings.aerial_view_lut_size.xy); 20 let ray_dir = uv_to_ray_direction(uv); 21 let world_pos = get_view_position(); 23 let r = length(world_pos); 24 let t_max = settings.aerial_view_lut_max_distance; 27 var total_inscattering = vec3(0.0); 28 var throughput = vec3(1.0); 30 for (var slice_i: u32 = 0; slice_i < settings.aerial_view_lut_size.z; slice_i++) { 31 for (var step_i: u32 = 0; step_i < settings.aerial_view_lut_samples; step_i++) { 32 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); 33 let dt = (t_i - prev_t); 36 let sample_pos = world_pos + ray_dir * t_i; 37 let local_r = length(sample_pos); 38 let local_up = normalize(sample_pos); 40 let absorption = sample_density_lut(local_r, ABSORPTION_DENSITY); 41 let scattering = sample_density_lut(local_r, SCATTERING_DENSITY); 42 let extinction = absorption + scattering; 44 let sample_optical_depth = extinction * dt; 45 let sample_transmittance = exp(-sample_optical_depth); 48 var inscattering = sample_local_inscattering(scattering, ray_dir, sample_pos); 51 let s_int = (inscattering - inscattering * sample_transmittance) / max(extinction, MIN_EXTINCTION); 52 total_inscattering += throughput * s_int; 54 throughput *= sample_transmittance; 55 if all(throughput < vec3(0.001)) { 61 let log_inscattering = log(max(total_inscattering, vec3(1e-6))); 62 textureStore(aerial_view_lut_out, vec3(vec2<u32>(idx.xy), slice_i), vec4(log_inscattering, 0.0));