volumetric_fog.wgsl
Name | Group | Binding index | Binding type | Type | Shader Def |
---|---|---|---|---|---|
volumetric_fog
#
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1 | 0 | <uniform> | VolumetricFog | |
depth_texture
#
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1 | 1 | texture_depth_multisampled_2d | 🟢 MULTISAMPLED | |
depth_texture
#
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1 | 1 | texture_depth_2d | 🔴 MULTISAMPLED | |
density_texture
#
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1 | 2 | texture_3d<f32> | 🟢 DENSITY_TEXTURE | |
density_sampler
#
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1 | 3 |
sampler
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🟢 DENSITY_TEXTURE |
Name | Type |
---|---|
clip_from_local |
mat4x4<f32>
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uvw_from_world |
mat4x4<f32>
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far_planes |
array<vec4<f32>, 3>
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fog_color |
vec3<f32>
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light_tint |
vec3<f32>
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ambient_color |
vec3<f32>
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ambient_intensity |
f32
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step_count |
u32
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bounding_radius |
f32
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absorption |
f32
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scattering |
f32
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density_factor |
f32
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density_texture_offset |
vec3<f32>
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scattering_asymmetry |
f32
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light_intensity |
f32
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jitter_strength |
f32
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Parameter | Type |
---|---|
vertex | Vertex |
Parameter | Type |
---|---|
neg_LdotV |
f32
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Parameter | Type |
---|---|
position |
vec4<f32>
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VolumetricFog
]. See the comments involumetric_fog/mod.rs
for descriptions of the fields here.