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environment_map.wgsl

Import path

Structures

EnvironmentMapLight

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Name Type
diffuse vec3<f32>
specular vec3<f32>

EnvironmentMapRadiances

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Name Type
irradiance vec3<f32>
radiance vec3<f32>

Functions

compute_radiances

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Shader defs:

🟢 MULTIPLE_LIGHT_PROBES_IN_ARRAY

fn compute_radiances(input: ptr<function, LightingInput>, layer: u32, world_position: vec3<f32>, found_diffuse_indirect: bool) -> EnvironmentMapRadiances
Parameter Type
input ptr<function, LightingInput>
layer u32
world_position vec3<f32>
found_diffuse_indirect bool
Returns: EnvironmentMapRadiances

compute_radiances

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Shader defs:

🔴 MULTIPLE_LIGHT_PROBES_IN_ARRAY

fn compute_radiances(input: ptr<function, LightingInput>, layer: u32, world_position: vec3<f32>, found_diffuse_indirect: bool) -> EnvironmentMapRadiances
Parameter Type
input ptr<function, LightingInput>
layer u32
world_position vec3<f32>
found_diffuse_indirect bool
Returns: EnvironmentMapRadiances

environment_map_light_clearcoat

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Shader defs:

🟢 STANDARD_MATERIAL_CLEARCOAT

Adds the environment map light from the clearcoat layer to that of the base layer.
fn environment_map_light_clearcoat(out: ptr<function, EnvironmentMapLight>, input: ptr<function, LightingInput>, found_diffuse_indirect: bool)
Parameter Type
out ptr<function, EnvironmentMapLight>
input ptr<function, LightingInput>
found_diffuse_indirect bool

environment_map_light

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fn environment_map_light(input: ptr<function, LightingInput>, found_diffuse_indirect: bool) -> EnvironmentMapLight
Parameter Type
input ptr<function, LightingInput>
found_diffuse_indirect bool
Returns: EnvironmentMapLight