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mesh_view_types.wgsl
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mesh_view_types.wgsl
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#define_import_path bevy_pbr::mesh_view_types
struct View {
view_proj: mat4x4<f32>,
inverse_view_proj: mat4x4<f32>,
view: mat4x4<f32>,
inverse_view: mat4x4<f32>,
projection: mat4x4<f32>,
inverse_projection: mat4x4<f32>,
world_position: vec3<f32>,
width: f32,
height: f32,
};
struct PointLight {
// For point lights: the lower-right 2x2 values of the projection matrix [2][2] [2][3] [3][2] [3][3]
// For spot lights: the direction (x,z), spot_scale and spot_offset
light_custom_data: vec4<f32>,
color_inverse_square_range: vec4<f32>,
position_radius: vec4<f32>,
// 'flags' is a bit field indicating various options. u32 is 32 bits so we have up to 32 options.
flags: u32,
shadow_depth_bias: f32,
shadow_normal_bias: f32,
spot_light_tan_angle: f32,
};
let POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT: u32 = 1u;
let POINT_LIGHT_FLAGS_SPOT_LIGHT_Y_NEGATIVE: u32 = 2u;
struct DirectionalLight {
view_projection: mat4x4<f32>,
color: vec4<f32>,
direction_to_light: vec3<f32>,
// 'flags' is a bit field indicating various options. u32 is 32 bits so we have up to 32 options.
flags: u32,
shadow_depth_bias: f32,
shadow_normal_bias: f32,
};
let DIRECTIONAL_LIGHT_FLAGS_SHADOWS_ENABLED_BIT: u32 = 1u;
struct Lights {
// NOTE: this array size must be kept in sync with the constants defined bevy_pbr2/src/render/light.rs
directional_lights: array<DirectionalLight, 1u>,
ambient_color: vec4<f32>,
// x/y/z dimensions and n_clusters in w
cluster_dimensions: vec4<u32>,
// xy are vec2<f32>(cluster_dimensions.xy) / vec2<f32>(view.width, view.height)
//
// For perspective projections:
// z is cluster_dimensions.z / log(far / near)
// w is cluster_dimensions.z * log(near) / log(far / near)
//
// For orthographic projections:
// NOTE: near and far are +ve but -z is infront of the camera
// z is -near
// w is cluster_dimensions.z / (-far - -near)
cluster_factors: vec4<f32>,
n_directional_lights: u32,
spot_light_shadowmap_offset: i32,
};
#ifdef NO_STORAGE_BUFFERS_SUPPORT
struct PointLights {
data: array<PointLight, 256u>,
};
struct ClusterLightIndexLists {
// each u32 contains 4 u8 indices into the PointLights array
data: array<vec4<u32>, 1024u>,
};
struct ClusterOffsetsAndCounts {
// each u32 contains a 24-bit index into ClusterLightIndexLists in the high 24 bits
// and an 8-bit count of the number of lights in the low 8 bits
data: array<vec4<u32>, 1024u>,
};
#else
struct PointLights {
data: array<PointLight>,
};
struct ClusterLightIndexLists {
data: array<u32>,
};
struct ClusterOffsetsAndCounts {
data: array<vec4<u32>>,
};
#endif
struct Globals {
// The time since startup in seconds
time: f32,
// The delta time of the previous frame in seconds
delta_time: f32,
}