bevy/crates/bevy_pbr/src/render/mesh_view_bindings.wgsl
Sou1gh0st 9da18cce2a
Add support for environment map transformation (#14290)
# 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.
2024-07-19 15:00:50 +00:00

101 lines
4.0 KiB
WebGPU Shading Language

#define_import_path bevy_pbr::mesh_view_bindings
#import bevy_pbr::mesh_view_types as types
#import bevy_render::{
view::View,
globals::Globals,
}
@group(0) @binding(0) var<uniform> view: View;
@group(0) @binding(1) var<uniform> lights: types::Lights;
#ifdef NO_CUBE_ARRAY_TEXTURES_SUPPORT
@group(0) @binding(2) var point_shadow_textures: texture_depth_cube;
#else
@group(0) @binding(2) var point_shadow_textures: texture_depth_cube_array;
#endif
@group(0) @binding(3) var point_shadow_textures_sampler: sampler_comparison;
#ifdef NO_ARRAY_TEXTURES_SUPPORT
@group(0) @binding(4) var directional_shadow_textures: texture_depth_2d;
#else
@group(0) @binding(4) var directional_shadow_textures: texture_depth_2d_array;
#endif
@group(0) @binding(5) var directional_shadow_textures_sampler: sampler_comparison;
#if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 3
@group(0) @binding(6) var<storage> clusterable_objects: types::ClusterableObjects;
@group(0) @binding(7) var<storage> clusterable_object_index_lists: types::ClusterLightIndexLists;
@group(0) @binding(8) var<storage> cluster_offsets_and_counts: types::ClusterOffsetsAndCounts;
#else
@group(0) @binding(6) var<uniform> clusterable_objects: types::ClusterableObjects;
@group(0) @binding(7) var<uniform> clusterable_object_index_lists: types::ClusterLightIndexLists;
@group(0) @binding(8) var<uniform> cluster_offsets_and_counts: types::ClusterOffsetsAndCounts;
#endif
@group(0) @binding(9) var<uniform> globals: Globals;
@group(0) @binding(10) var<uniform> fog: types::Fog;
@group(0) @binding(11) var<uniform> light_probes: types::LightProbes;
const VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE: u32 = 64u;
#if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 6
@group(0) @binding(12) var<storage> visibility_ranges: array<vec4<f32>>;
#else
@group(0) @binding(12) var<uniform> visibility_ranges: array<vec4<f32>, VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE>;
#endif
@group(0) @binding(13) var<uniform> ssr_settings: types::ScreenSpaceReflectionsSettings;
@group(0) @binding(14) var screen_space_ambient_occlusion_texture: texture_2d<f32>;
#ifdef MULTIPLE_LIGHT_PROBES_IN_ARRAY
@group(0) @binding(15) var diffuse_environment_maps: binding_array<texture_cube<f32>, 8u>;
@group(0) @binding(16) var specular_environment_maps: binding_array<texture_cube<f32>, 8u>;
#else
@group(0) @binding(15) var diffuse_environment_map: texture_cube<f32>;
@group(0) @binding(16) var specular_environment_map: texture_cube<f32>;
#endif
@group(0) @binding(17) var environment_map_sampler: sampler;
@group(0) @binding(18) var<uniform> environment_map_uniform: types::EnvironmentMapUniform;
#ifdef IRRADIANCE_VOLUMES_ARE_USABLE
#ifdef MULTIPLE_LIGHT_PROBES_IN_ARRAY
@group(0) @binding(19) var irradiance_volumes: binding_array<texture_3d<f32>, 8u>;
#else
@group(0) @binding(19) var irradiance_volume: texture_3d<f32>;
#endif
@group(0) @binding(20) var irradiance_volume_sampler: sampler;
#endif
@group(0) @binding(21) var dt_lut_texture: texture_3d<f32>;
@group(0) @binding(22) var dt_lut_sampler: sampler;
#ifdef MULTISAMPLED
#ifdef DEPTH_PREPASS
@group(0) @binding(23) var depth_prepass_texture: texture_depth_multisampled_2d;
#endif // DEPTH_PREPASS
#ifdef NORMAL_PREPASS
@group(0) @binding(24) var normal_prepass_texture: texture_multisampled_2d<f32>;
#endif // NORMAL_PREPASS
#ifdef MOTION_VECTOR_PREPASS
@group(0) @binding(25) var motion_vector_prepass_texture: texture_multisampled_2d<f32>;
#endif // MOTION_VECTOR_PREPASS
#else // MULTISAMPLED
#ifdef DEPTH_PREPASS
@group(0) @binding(23) var depth_prepass_texture: texture_depth_2d;
#endif // DEPTH_PREPASS
#ifdef NORMAL_PREPASS
@group(0) @binding(24) var normal_prepass_texture: texture_2d<f32>;
#endif // NORMAL_PREPASS
#ifdef MOTION_VECTOR_PREPASS
@group(0) @binding(25) var motion_vector_prepass_texture: texture_2d<f32>;
#endif // MOTION_VECTOR_PREPASS
#endif // MULTISAMPLED
#ifdef DEFERRED_PREPASS
@group(0) @binding(26) var deferred_prepass_texture: texture_2d<u32>;
#endif // DEFERRED_PREPASS
@group(0) @binding(27) var view_transmission_texture: texture_2d<f32>;
@group(0) @binding(28) var view_transmission_sampler: sampler;