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mesh_view_types.wgsl

Import path

Constants

Name Type Value
POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT # u32 1u
POINT_LIGHT_FLAGS_SPOT_LIGHT_Y_NEGATIVE # u32 2u
POINT_LIGHT_FLAGS_VOLUMETRIC_BIT # u32 4u
DIRECTIONAL_LIGHT_FLAGS_SHADOWS_ENABLED_BIT # u32 1u
DIRECTIONAL_LIGHT_FLAGS_VOLUMETRIC_BIT # u32 2u
FOG_MODE_OFF # u32 0u
FOG_MODE_LINEAR # u32 1u
FOG_MODE_EXPONENTIAL # u32 2u
FOG_MODE_EXPONENTIAL_SQUARED # u32 3u
FOG_MODE_ATMOSPHERIC # u32 4u

Structures

ClusterableObject

#
Name Type
light_custom_data vec4<f32>
color_inverse_square_range vec4<f32>
position_radius vec4<f32>
flags u32
shadow_depth_bias f32
shadow_normal_bias f32
spot_light_tan_angle f32
soft_shadow_size f32
shadow_map_near_z f32
pad_a f32
pad_b f32

DirectionalCascade

#
Name Type
clip_from_world mat4x4<f32>
texel_size f32
far_bound f32

DirectionalLight

#
Name Type
cascades array<DirectionalCascade, #{MAX_CASCADES_PER_LIGHT

Lights

#
Name Type
directional_lights array<DirectionalLight, #{MAX_DIRECTIONAL_LIGHTS

Fog

#
Name Type
base_color vec4<f32>
directional_light_color vec4<f32>
be vec3<f32>
directional_light_exponent f32
bi vec3<f32>
mode u32

ClusterableObjects

#
Name Type
data array<ClusterableObject>

ClusterLightIndexLists

#
Name Type
data array<u32>

ClusterOffsetsAndCounts

#
Name Type
data array<vec4<u32>>

ClusterableObjects

#
Name Type
data array<ClusterableObject, 204u>

ClusterLightIndexLists

#
Name Type
data array<vec4<u32>, 1024u>

ClusterOffsetsAndCounts

#
Name Type
data array<vec4<u32>, 1024u>

LightProbe

#
Name Type
light_from_world_transposed mat3x4<f32>
cubemap_index i32
intensity f32

LightProbes

#
Name Type
reflection_probes array<LightProbe, 8u>
irradiance_volumes array<LightProbe, 8u>
reflection_probe_count i32
irradiance_volume_count i32
view_cubemap_index i32
smallest_specular_mip_level_for_view u32
intensity_for_view f32

ScreenSpaceReflectionsSettings

#
Settings for screen space reflections. For more information on these settings, see the documentation for bevy_pbr::ssr::ScreenSpaceReflections.
Name Type
perceptual_roughness_threshold f32
thickness f32
linear_steps u32
linear_march_exponent f32
bisection_steps u32
use_secant u32

EnvironmentMapUniform

#
Name Type
transform mat4x4<f32>

OrderIndependentTransparencySettings

#
Shader version of the order independent transparency settings component.
Name Type
layers_count i32
alpha_threshold f32