environment_map.wgsl
Import path
Structures
Functions
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
Returns:
EnvironmentMapRadiances
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
Returns:
EnvironmentMapRadiances
Shader defs:
🟢
STANDARD_MATERIAL_CLEARCOAT
fn
environment_map_light_clearcoat(out:
ptr<function, EnvironmentMapLight>, input:
ptr<function, LightingInput>, found_diffuse_indirect:
bool)
fn
environment_map_light(input:
ptr<function, LightingInput>, found_diffuse_indirect:
bool)
->
EnvironmentMapLight
Returns:
EnvironmentMapLight