Search across packages, versions, files, declarations, and comments. Use multiple terms to narrow results (AND), and add @vertex, @fragment, or @compute to filter by shader stage.

Structures

Atmosphere

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

AtmosphereSettings

#
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> ,
}
Contents