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1import package::{
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 }
12};
14import 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 array for workgroup communication
34var<workgroup> multi_scat_shared_mem: array<vec3<f32>, 64>;
35/// Shared memory array for workgroup communication
36var<workgroup> l_shared_mem: array<vec3<f32>, 64>;
38@compute
39@workgroup_size(1, 1, 64)
40fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
41 var uv = (vec2<f32>(global_id.xy) + 0.5) / vec2<f32>(settings.multiscattering_lut_size);
43 let r_mu = multiscattering_lut_uv_to_r_mu(uv);
44 let light_dir = normalize(vec3(0.0, r_mu.y, -1.0));
46 let ray_dir = uv_to_sphere(s2_sequence(global_id.z));
47 let ms_sample = sample_multiscattering_dir(r_mu.x, ray_dir, light_dir);
49 // Calculate the contribution for this sample
50 let sphere_solid_angle = 4.0 * PI;
51 let sample_weight = sphere_solid_angle / 64.0;
52 multi_scat_shared_mem[global_id.z] = ms_sample.f_ms * sample_weight;
53 l_shared_mem[global_id.z] = ms_sample.l_2 * sample_weight;
55 workgroupBarrier();
57 // Parallel reduction bitshift to the right to divide by 2 each step
58 for (var step = 32u; step > 0u; step >>= 1u) {
59 if global_id.z < step {
60 multi_scat_shared_mem[global_id.z] += multi_scat_shared_mem[global_id.z + step];
61 l_shared_mem[global_id.z] += l_shared_mem[global_id.z + step];
62 }
63 workgroupBarrier();
64 }
66 if global_id.z > 0u {
67 return;
68 }
70 // Apply isotropic phase function
71 let f_ms = multi_scat_shared_mem[0] * FRAC_4_PI;
72 let l_2 = l_shared_mem[0] * FRAC_4_PI;
74 // Equation 10 from the paper: Geometric series for infinite scattering
75 let psi_ms = l_2 / (1.0 - f_ms);
76 textureStore(multiscattering_lut_out, global_id.xy, vec4<f32>(psi_ms, 1.0));
79struct MultiscatteringSample {
80 l_2: vec3<f32>,
81 f_ms: vec3<f32>,
82};
84fn sample_multiscattering_dir(r: f32, ray_dir: vec3<f32>, light_dir: vec3<f32>) -> MultiscatteringSample {
85 // get the cosine of the zenith angle of the view direction with respect to the light direction
86 let mu_view = ray_dir.y;
87 let t_max = max_atmosphere_distance(r, mu_view);
89 let dt = t_max / f32(settings.multiscattering_lut_samples);
90 var optical_depth = vec3<f32>(0.0);
92 var l_2 = vec3(0.0);
93 var f_ms = vec3(0.0);
94 var throughput = vec3(1.0);
95 for (var i: u32 = 0u; i < settings.multiscattering_lut_samples; i++) {
96 let t_i = dt * (f32(i) + 0.5);
97 let local_r = get_local_r(r, mu_view, t_i);
98 let local_up = get_local_up(r, t_i, ray_dir);
100 let absorption = sample_density_lut(local_r, ABSORPTION_DENSITY);
101 let scattering = sample_density_lut(local_r, SCATTERING_DENSITY);
102 let extinction = absorption + scattering;
104 let sample_optical_depth = extinction * dt;
105 let sample_transmittance = exp(-sample_optical_depth);
106 optical_depth += sample_optical_depth;
108 let ms = scattering;
109 let ms_int = (ms - ms * sample_transmittance) / max(extinction, MIN_EXTINCTION);
110 f_ms += throughput * ms_int;
112 let mu_light = dot(light_dir, local_up);
113 let transmittance_to_light = sample_transmittance_lut(local_r, mu_light);
114 let shadow_factor = transmittance_to_light * f32(!ray_intersects_ground(local_r, mu_light));
116 let s = scattering * shadow_factor * FRAC_4_PI;
117 let s_int = (s - s * sample_transmittance) / max(extinction, MIN_EXTINCTION);
118 l_2 += throughput * s_int;
120 throughput *= sample_transmittance;
121 if all(throughput < vec3(0.001)) {
122 break;
123 }
124 }
126 //include reflected luminance from planet ground
127 if ray_intersects_ground(r, mu_view) {
128 let transmittance_to_ground = exp(-optical_depth);
129 let local_up = get_local_up(r, t_max, ray_dir);
130 let mu_light = dot(light_dir, local_up);
131 let transmittance_to_light = sample_transmittance_lut(0.0, mu_light);
132 let ground_luminance = transmittance_to_light * transmittance_to_ground * max(mu_light, 0.0) * atmosphere.ground_albedo;
133 l_2 += ground_luminance;
134 }
136 return MultiscatteringSample(l_2, f_ms);
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