# Objective - Fixes: https://github.com/bevyengine/bevy/issues/14036 ## Solution - Add a world space transformation for the environment sample direction. ## Testing - I have tested the newly added `transform` field using the newly added `rotate_environment_map` example. https://github.com/user-attachments/assets/2de77c65-14bc-48ee-b76a-fb4e9782dbdb ## Migration Guide - Since we have added a new filed to the `EnvironmentMapLight` struct, users will need to include `..default()` or some rotation value in their initialization code.
101 lines
4.0 KiB
WebGPU Shading Language
101 lines
4.0 KiB
WebGPU Shading Language
#define_import_path bevy_pbr::mesh_view_bindings
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#import bevy_pbr::mesh_view_types as types
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#import bevy_render::{
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view::View,
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globals::Globals,
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}
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@group(0) @binding(0) var<uniform> view: View;
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@group(0) @binding(1) var<uniform> lights: types::Lights;
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#ifdef NO_CUBE_ARRAY_TEXTURES_SUPPORT
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@group(0) @binding(2) var point_shadow_textures: texture_depth_cube;
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#else
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@group(0) @binding(2) var point_shadow_textures: texture_depth_cube_array;
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#endif
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@group(0) @binding(3) var point_shadow_textures_sampler: sampler_comparison;
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#ifdef NO_ARRAY_TEXTURES_SUPPORT
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@group(0) @binding(4) var directional_shadow_textures: texture_depth_2d;
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#else
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@group(0) @binding(4) var directional_shadow_textures: texture_depth_2d_array;
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#endif
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@group(0) @binding(5) var directional_shadow_textures_sampler: sampler_comparison;
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#if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 3
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@group(0) @binding(6) var<storage> clusterable_objects: types::ClusterableObjects;
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@group(0) @binding(7) var<storage> clusterable_object_index_lists: types::ClusterLightIndexLists;
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@group(0) @binding(8) var<storage> cluster_offsets_and_counts: types::ClusterOffsetsAndCounts;
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#else
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@group(0) @binding(6) var<uniform> clusterable_objects: types::ClusterableObjects;
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@group(0) @binding(7) var<uniform> clusterable_object_index_lists: types::ClusterLightIndexLists;
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@group(0) @binding(8) var<uniform> cluster_offsets_and_counts: types::ClusterOffsetsAndCounts;
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#endif
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@group(0) @binding(9) var<uniform> globals: Globals;
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@group(0) @binding(10) var<uniform> fog: types::Fog;
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@group(0) @binding(11) var<uniform> light_probes: types::LightProbes;
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const VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE: u32 = 64u;
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#if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 6
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@group(0) @binding(12) var<storage> visibility_ranges: array<vec4<f32>>;
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#else
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@group(0) @binding(12) var<uniform> visibility_ranges: array<vec4<f32>, VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE>;
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#endif
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@group(0) @binding(13) var<uniform> ssr_settings: types::ScreenSpaceReflectionsSettings;
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@group(0) @binding(14) var screen_space_ambient_occlusion_texture: texture_2d<f32>;
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#ifdef MULTIPLE_LIGHT_PROBES_IN_ARRAY
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@group(0) @binding(15) var diffuse_environment_maps: binding_array<texture_cube<f32>, 8u>;
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@group(0) @binding(16) var specular_environment_maps: binding_array<texture_cube<f32>, 8u>;
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#else
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@group(0) @binding(15) var diffuse_environment_map: texture_cube<f32>;
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@group(0) @binding(16) var specular_environment_map: texture_cube<f32>;
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#endif
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@group(0) @binding(17) var environment_map_sampler: sampler;
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@group(0) @binding(18) var<uniform> environment_map_uniform: types::EnvironmentMapUniform;
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#ifdef IRRADIANCE_VOLUMES_ARE_USABLE
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#ifdef MULTIPLE_LIGHT_PROBES_IN_ARRAY
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@group(0) @binding(19) var irradiance_volumes: binding_array<texture_3d<f32>, 8u>;
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#else
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@group(0) @binding(19) var irradiance_volume: texture_3d<f32>;
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#endif
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@group(0) @binding(20) var irradiance_volume_sampler: sampler;
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#endif
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@group(0) @binding(21) var dt_lut_texture: texture_3d<f32>;
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@group(0) @binding(22) var dt_lut_sampler: sampler;
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#ifdef MULTISAMPLED
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#ifdef DEPTH_PREPASS
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@group(0) @binding(23) var depth_prepass_texture: texture_depth_multisampled_2d;
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#endif // DEPTH_PREPASS
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#ifdef NORMAL_PREPASS
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@group(0) @binding(24) var normal_prepass_texture: texture_multisampled_2d<f32>;
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#endif // NORMAL_PREPASS
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#ifdef MOTION_VECTOR_PREPASS
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@group(0) @binding(25) var motion_vector_prepass_texture: texture_multisampled_2d<f32>;
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#endif // MOTION_VECTOR_PREPASS
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#else // MULTISAMPLED
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#ifdef DEPTH_PREPASS
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@group(0) @binding(23) var depth_prepass_texture: texture_depth_2d;
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#endif // DEPTH_PREPASS
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#ifdef NORMAL_PREPASS
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@group(0) @binding(24) var normal_prepass_texture: texture_2d<f32>;
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#endif // NORMAL_PREPASS
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#ifdef MOTION_VECTOR_PREPASS
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@group(0) @binding(25) var motion_vector_prepass_texture: texture_2d<f32>;
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#endif // MOTION_VECTOR_PREPASS
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#endif // MULTISAMPLED
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#ifdef DEFERRED_PREPASS
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@group(0) @binding(26) var deferred_prepass_texture: texture_2d<u32>;
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#endif // DEFERRED_PREPASS
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@group(0) @binding(27) var view_transmission_texture: texture_2d<f32>;
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@group(0) @binding(28) var view_transmission_sampler: sampler;
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