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1#import bevy_pbr::{
2 atmosphere::{
3 bindings::{atmosphere, settings},
4 functions::{
5 multiscattering_lut_uv_to_r_mu, sample_transmittance_lut,
6 get_local_r, get_local_up, sample_density_lut, FRAC_4_PI,
7 max_atmosphere_distance,
8 MIN_EXTINCTION, ABSORPTION_DENSITY, SCATTERING_DENSITY,
9 },
10 bruneton_functions::ray_intersects_ground
11 }
14#import bevy_render::maths::{PI, PI_2}
16const PHI_2: vec2<f32> = vec2(1.3247179572447460259609088, 1.7548776662466927600495087);
18@group(0) @binding(13) var multiscattering_lut_out: texture_storage_2d<rgba16float, write>;
20fn s2_sequence(n: u32) -> vec2<f32> {
21 return fract(0.5 + f32(n) * PHI_2);
24// Lambert equal-area projection.
25fn uv_to_sphere(uv: vec2<f32>) -> vec3<f32> {
26 let phi = PI_2 * uv.y;
27 let sin_lambda = 2 * uv.x - 1;
28 let cos_lambda = sqrt(1 - sin_lambda * sin_lambda);
30 return vec3(cos_lambda * cos(phi), cos_lambda * sin(phi), sin_lambda);
33// Shared memory arrays for workgroup communication
34var<workgroup> multi_scat_shared_mem: array<vec3<f32>, 64>;
35var<workgroup> l_shared_mem: array<vec3<f32>, 64>;
37@compute
38@workgroup_size(1, 1, 64)
39fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
40 var uv = (vec2<f32>(global_id.xy) + 0.5) / vec2<f32>(settings.multiscattering_lut_size);
42 let r_mu = multiscattering_lut_uv_to_r_mu(uv);
43 let light_dir = normalize(vec3(0.0, r_mu.y, -1.0));
45 let ray_dir = uv_to_sphere(s2_sequence(global_id.z));
46 let ms_sample = sample_multiscattering_dir(r_mu.x, ray_dir, light_dir);
48 // Calculate the contribution for this sample
49 let sphere_solid_angle = 4.0 * PI;
50 let sample_weight = sphere_solid_angle / 64.0;
51 multi_scat_shared_mem[global_id.z] = ms_sample.f_ms * sample_weight;
52 l_shared_mem[global_id.z] = ms_sample.l_2 * sample_weight;
54 workgroupBarrier();
56 // Parallel reduction bitshift to the right to divide by 2 each step
57 for (var step = 32u; step > 0u; step >>= 1u) {
58 if global_id.z < step {
59 multi_scat_shared_mem[global_id.z] += multi_scat_shared_mem[global_id.z + step];
60 l_shared_mem[global_id.z] += l_shared_mem[global_id.z + step];
61 }
62 workgroupBarrier();
63 }
65 if global_id.z > 0u {
66 return;
67 }
69 // Apply isotropic phase function
70 let f_ms = multi_scat_shared_mem[0] * FRAC_4_PI;
71 let l_2 = l_shared_mem[0] * FRAC_4_PI;
73 // Equation 10 from the paper: Geometric series for infinite scattering
74 let psi_ms = l_2 / (1.0 - f_ms);
75 textureStore(multiscattering_lut_out, global_id.xy, vec4<f32>(psi_ms, 1.0));
78struct MultiscatteringSample {
79 l_2: vec3<f32>,
80 f_ms: vec3<f32>,
81};
83fn sample_multiscattering_dir(r: f32, ray_dir: vec3<f32>, light_dir: vec3<f32>) -> MultiscatteringSample {
84 // get the cosine of the zenith angle of the view direction with respect to the light direction
85 let mu_view = ray_dir.y;
86 let t_max = max_atmosphere_distance(r, mu_view);
88 let dt = t_max / f32(settings.multiscattering_lut_samples);
89 var optical_depth = vec3<f32>(0.0);
91 var l_2 = vec3(0.0);
92 var f_ms = vec3(0.0);
93 var throughput = vec3(1.0);
94 for (var i: u32 = 0u; i < settings.multiscattering_lut_samples; i++) {
95 let t_i = dt * (f32(i) + 0.5);
96 let local_r = get_local_r(r, mu_view, t_i);
97 let local_up = get_local_up(r, t_i, ray_dir);
99 let absorption = sample_density_lut(local_r, ABSORPTION_DENSITY);
100 let scattering = sample_density_lut(local_r, SCATTERING_DENSITY);
101 let extinction = absorption + scattering;
103 let sample_optical_depth = extinction * dt;
104 let sample_transmittance = exp(-sample_optical_depth);
105 optical_depth += sample_optical_depth;
107 let ms = scattering;
108 let ms_int = (ms - ms * sample_transmittance) / max(extinction, MIN_EXTINCTION);
109 f_ms += throughput * ms_int;
111 let mu_light = dot(light_dir, local_up);
112 let transmittance_to_light = sample_transmittance_lut(local_r, mu_light);
113 let shadow_factor = transmittance_to_light * f32(!ray_intersects_ground(local_r, mu_light));
115 let s = scattering * shadow_factor * FRAC_4_PI;
116 let s_int = (s - s * sample_transmittance) / max(extinction, MIN_EXTINCTION);
117 l_2 += throughput * s_int;
119 throughput *= sample_transmittance;
120 if all(throughput < vec3(0.001)) {
121 break;
122 }
123 }
125 //include reflected luminance from planet ground
126 if ray_intersects_ground(r, mu_view) {
127 let transmittance_to_ground = exp(-optical_depth);
128 let local_up = get_local_up(r, t_max, ray_dir);
129 let mu_light = dot(light_dir, local_up);
130 let transmittance_to_light = sample_transmittance_lut(0.0, mu_light);
131 let ground_luminance = transmittance_to_light * transmittance_to_ground * max(mu_light, 0.0) * atmosphere.ground_albedo;
132 l_2 += ground_luminance;
133 }
135 return MultiscatteringSample(l_2, f_ms);
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