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Constants

POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT

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POINT_LIGHT_FLAGS_SPOT_LIGHT_Y_NEGATIVE

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POINT_LIGHT_FLAGS_VOLUMETRIC_BIT

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POINT_LIGHT_FLAGS_AFFECTS_LIGHTMAPPED_MESH_DIFFUSE_BIT

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POINT_LIGHT_FLAGS_CONTACT_SHADOWS_ENABLED_BIT

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POINT_LIGHT_FLAGS_SPOT_LIGHT_BIT

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DIRECTIONAL_LIGHT_FLAGS_SHADOWS_ENABLED_BIT

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DIRECTIONAL_LIGHT_FLAGS_VOLUMETRIC_BIT

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DIRECTIONAL_LIGHT_FLAGS_AFFECTS_LIGHTMAPPED_MESH_DIFFUSE_BIT

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DIRECTIONAL_LIGHT_FLAGS_CONTACT_SHADOWS_ENABLED_BIT

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FOG_MODE_OFF

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FOG_MODE_LINEAR

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FOG_MODE_EXPONENTIAL

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FOG_MODE_EXPONENTIAL_SQUARED

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FOG_MODE_ATMOSPHERIC

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LIGHT_PROBE_FLAG_AFFECTS_LIGHTMAPPED_MESH_DIFFUSE

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LIGHT_PROBE_FLAG_PARALLAX_CORRECT

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Structures

ClusteredLight

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struct ClusteredLight {
light_custom_data: vec4<f32>,
color_inverse_square_range: vec4<f32>,
position_radius: vec4<f32>,
flags: u32,
shadow_depth_bias: f32,
shadow_normal_bias: f32,
spot_light_tan_angle: f32,
soft_shadow_size: f32,
shadow_map_near_z: f32,
decal_index: u32,
range: f32,
}

DirectionalCascade

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DirectionalLight

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struct DirectionalLight {
cascades: array<DirectionalCascade, #{MAX_CASCADES_PER_LIGHT}>,
color: vec4<f32>,
direction_to_light: vec3<f32>,
flags: u32,
soft_shadow_size: f32,
shadow_depth_bias: f32,
shadow_normal_bias: f32,
num_cascades: u32,
cascades_overlap_proportion: f32,
depth_texture_base_index: u32,
decal_index: u32,
sun_disk_angular_size: f32,
sun_disk_intensity: f32,
}

RectLight

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Lights

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Fog

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ClusteredLights

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ClusterableObjectIndexLists

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ClusterOffsetsAndCounts

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LightProbe

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LightProbes

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struct LightProbes {
reflection_probes: array<LightProbe, 8u>,
irradiance_volumes: array<LightProbe, 8u>,
reflection_probe_count: i32,
irradiance_volume_count: i32,
view_cubemap_index: i32,
smallest_specular_mip_level_for_view: u32,
view_rotation: vec4<f32>,
intensity_for_view: f32,
view_environment_map_affects_lightmapped_mesh_diffuse: u32,
}

ScreenSpaceReflectionsSettings

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For more information on these settings, see the documentation for bevy_pbr::ssr::ScreenSpaceReflections.

struct ScreenSpaceReflectionsSettings {
min_perceptual_roughness: f32,
min_perceptual_roughness_fully_active: f32,
max_perceptual_roughness_starts_to_fade: f32,
max_perceptual_roughness: f32,
edge_fadeout_fully_active: f32,
edge_fadeout_no_longer_active: f32,
thickness: f32,
linear_steps: u32,
linear_march_exponent: f32,
bisection_steps: u32,
use_secant: u32,
}

ContactShadowsSettings

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EnvironmentMapUniform

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OrderIndependentTransparencySettings

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Shader version of the order independent transparency settings component.

struct OrderIndependentTransparencySettings {
sorted_fragment_max_count: u32,
fragments_per_pixel_average: f32,
alpha_threshold: f32,
}

OitFragmentNode

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ClusteredDecal

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struct ClusteredDecal {
local_from_world: mat4x4<f32>,
base_color_texture_index: i32,
normal_map_texture_index: i32,
metallic_roughness_texture_index: i32,
emissive_texture_index: i32,
world_position: vec3<f32>,
bounding_sphere_radius: f32,
tag: u32,
pad_a: u32,
pad_b: u32,
pad_c: u32,
}

ClusteredDecals

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