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Structures

Atmosphere

#
struct Atmosphere {
ground_albedo: vec3<f32>,
inner_radius: f32,
outer_radius: f32,
world_to_atmosphere: mat4x4<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,
sky_max_samples: u32,
rendering_method: u32,
}

AtmosphereTransforms

#

“Atmosphere space” uses local up for the zenith so the horizon-detail parameterization concentrates texels at the viewer’s horizon. Azimuth uses a world-fixed reference so the terminator stays stable when tilting the camera.

struct AtmosphereTransforms {
world_from_atmosphere: mat4x4<f32>,
atmosphere_from_world: mat4x4<f32>,
}
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