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Fix error in volumetric fog shader (#16677)
# Objective Volumetric fog was broken by #13746. Looks like this particular shader just got missed. I don't see any other instances of `unpack_offset_and_counts` in the codebase. ``` 2024-12-06T03:18:42.297494Z ERROR bevy_render::render_resource::pipeline_cache: failed to process shader: error: no definition in scope for identifier: 'bevy_pbr::clustered_forward::unpack_offset_and_counts' ┌─ crates/bevy_pbr/src/volumetric_fog/volumetric_fog.wgsl:312:29 │ 312 │ let offset_and_counts = bevy_pbr::clustered_forward::unpack_offset_and_counts(cluster_index); │ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ unknown identifier │ = no definition in scope for identifier: 'bevy_pbr::clustered_forward::unpack_offset_and_counts' ``` ## Solution Use `unpack_clusterable_object_index_ranges` to get the indices for point/spot lights. ## Testing `cargo run --example volumetric_fog` `cargo run --example fog_volumes` `cargo run --example scrolling_fog`
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1 changed files with 6 additions and 4 deletions
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@ -309,9 +309,11 @@ fn fragment(@builtin(position) position: vec4<f32>) -> @location(0) vec4<f32> {
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let view_z = view_start_pos.z;
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let is_orthographic = view.clip_from_view[3].w == 1.0;
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let cluster_index = clustering::fragment_cluster_index(frag_coord.xy, view_z, is_orthographic);
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let offset_and_counts = clustering::unpack_offset_and_counts(cluster_index);
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let spot_light_start_index = offset_and_counts[0] + offset_and_counts[1];
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for (var i: u32 = offset_and_counts[0]; i < offset_and_counts[0] + offset_and_counts[1] + offset_and_counts[2]; i = i + 1u) {
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var clusterable_object_index_ranges =
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clustering::unpack_clusterable_object_index_ranges(cluster_index);
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for (var i: u32 = clusterable_object_index_ranges.first_point_light_index_offset;
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i < clusterable_object_index_ranges.first_reflection_probe_index_offset;
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i = i + 1u) {
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let light_id = clustering::get_clusterable_object_id(i);
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let light = &clusterable_objects.data[light_id];
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if (((*light).flags & POINT_LIGHT_FLAGS_VOLUMETRIC_BIT) == 0) {
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@ -340,7 +342,7 @@ fn fragment(@builtin(position) position: vec4<f32>) -> @location(0) vec4<f32> {
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let distance_square = dot(light_to_frag, light_to_frag);
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let distance_atten = getDistanceAttenuation(distance_square, (*light).color_inverse_square_range.w);
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var local_light_attenuation = distance_atten;
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if (i < spot_light_start_index) {
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if (i < clusterable_object_index_ranges.first_spot_light_index_offset) {
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var shadow: f32 = 1.0;
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if (((*light).flags & POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
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shadow = fetch_point_shadow_without_normal(light_id, vec4(P_world, 1.0));
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