1#define_import_path bevy_solari::gbuffer_utils 3#import bevy_pbr::pbr_deferred_types::unpack_24bit_normal 4#import bevy_pbr::rgb9e5::rgb9e5_to_vec3_ 5#import bevy_pbr::utils::octahedral_decode 6#import bevy_render::view::{View, depth_ndc_to_view_z} 7#import bevy_solari::scene_bindings::ResolvedMaterial 10 world_position: vec3<f32>, 11 world_normal: vec3<f32>, 12 material: ResolvedMaterial, 15fn gpixel_resolve(gpixel: vec4<u32>, depth: f32, pixel_id: vec2<u32>, view_size: vec2<f32>, world_from_clip: mat4x4<f32>) -> ResolvedGPixel { 16 let world_position = reconstruct_world_position(pixel_id, depth, view_size, world_from_clip); 17 let world_normal = octahedral_decode(unpack_24bit_normal(gpixel.a)); 19 let base_rough = unpack4x8unorm(gpixel.r); 20 let base_color = pow(base_rough.rgb, vec3(2.2)); 21 let perceptual_roughness = base_rough.a; 22 let roughness = perceptual_roughness * perceptual_roughness; 23 let props = unpack4x8unorm(gpixel.b); 24 let reflectance = props.r; 25 let metallic = props.g; 26 let emissive = rgb9e5_to_vec3_(gpixel.g); 27 let material = ResolvedMaterial(base_color, emissive, reflectance, perceptual_roughness, roughness, metallic); 29 return ResolvedGPixel(world_position, world_normal, material); 32fn reconstruct_world_position(pixel_id: vec2<u32>, depth: f32, view_size: vec2<f32>, world_from_clip: mat4x4<f32>) -> vec3<f32> { 33 let uv = (vec2<f32>(pixel_id) + 0.5) / view_size; 34 let xy_ndc = (uv - vec2(0.5)) * vec2(2.0, -2.0); 35 let world_pos = world_from_clip * vec4(xy_ndc, depth, 1.0); 36 return world_pos.xyz / world_pos.w; 40fn pixel_dissimilar(depth: f32, world_position: vec3<f32>, other_world_position: vec3<f32>, normal: vec3<f32>, other_normal: vec3<f32>, view: View) -> bool { 42 let tangent_plane_distance = abs(dot(normal, other_world_position - world_position)); 43 let view_z = -depth_ndc_to_view_z(depth, view.clip_from_view, view.view_from_clip); 45 return tangent_plane_distance / view_z > 0.003 || dot(normal, other_normal) < 0.0; 48fn permute_pixel(pixel_id: vec2<u32>, frame_index: u32, view_size: vec2<f32>) -> vec2<u32> { 50 let offset = vec2(r & 3u, (r >> 2u) & 3u); 51 var shifted_pixel_id = pixel_id + offset; 52 shifted_pixel_id ^= vec2(3u); 53 shifted_pixel_id -= offset; 54 return min(shifted_pixel_id, vec2<u32>(view_size - 1.0));