#import bevy_pbr::atmosphere::{ types::{Atmosphere, AtmosphereSettings}, bindings::{atmosphere, view, atmosphere_transforms}, functions::{ sample_transmittance_lut, sample_transmittance_lut_segment, sample_sky_view_lut, direction_world_to_atmosphere, uv_to_ray_direction, uv_to_ndc, sample_aerial_view_lut, view_radius, sample_sun_radiance, ndc_to_camera_dist }, }; #import bevy_render::view::View; #import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput #ifdef MULTISAMPLED @group(0) @binding(13) var depth_texture: texture_depth_multisampled_2d; #else @group(0) @binding(13) var depth_texture: texture_depth_2d; #endif struct RenderSkyOutput { @location(0) inscattering: vec4, #ifdef DUAL_SOURCE_BLENDING @location(0) @second_blend_source transmittance: vec4, #endif } @fragment fn main(in: FullscreenVertexOutput) -> RenderSkyOutput { let depth = textureLoad(depth_texture, vec2(in.position.xy), 0); let ray_dir_ws = uv_to_ray_direction(in.uv); let r = view_radius(); let mu = ray_dir_ws.y; var transmittance: vec3; var inscattering: vec3; let sun_radiance = sample_sun_radiance(ray_dir_ws.xyz); if depth == 0.0 { let ray_dir_as = direction_world_to_atmosphere(ray_dir_ws.xyz); transmittance = sample_transmittance_lut(r, mu); inscattering += sample_sky_view_lut(r, ray_dir_as); inscattering += sun_radiance * transmittance * view.exposure; } else { let t = ndc_to_camera_dist(vec3(uv_to_ndc(in.uv), depth)); inscattering = sample_aerial_view_lut(in.uv, t); transmittance = sample_transmittance_lut_segment(r, mu, t); } #ifdef DUAL_SOURCE_BLENDING return RenderSkyOutput(vec4(inscattering, 0.0), vec4(transmittance, 1.0)); #else let mean_transmittance = (transmittance.r + transmittance.g + transmittance.b) / 3.0; return RenderSkyOutput(vec4(inscattering, mean_transmittance)); #endif }