#import bevy_pbr::forward_io::VertexOutput #import bevy_pbr::irradiance_volume #import bevy_pbr::mesh_view_bindings struct VoxelVisualizationIrradianceVolumeInfo { transform: mat4x4, inverse_transform: mat4x4, resolution: vec3, // A scale factor that's applied to the diffuse and specular light from the // light probe. This is in units of cd/m² (candela per square meter). intensity: f32, } @group(2) @binding(100) var irradiance_volume_info: VoxelVisualizationIrradianceVolumeInfo; @fragment fn fragment(mesh: VertexOutput) -> @location(0) vec4 { // Snap the world position we provide to `irradiance_volume_light()` to the // middle of the nearest texel. var unit_pos = (irradiance_volume_info.inverse_transform * vec4(mesh.world_position.xyz, 1.0f)).xyz; let resolution = vec3(irradiance_volume_info.resolution); let stp = clamp((unit_pos + 0.5) * resolution, vec3(0.5f), resolution - vec3(0.5f)); let stp_rounded = round(stp - 0.5f) + 0.5f; let rounded_world_pos = (irradiance_volume_info.transform * vec4(stp_rounded, 1.0f)).xyz; // `irradiance_volume_light()` multiplies by intensity, so cancel it out. // If we take intensity into account, the cubes will be way too bright. let rgb = irradiance_volume::irradiance_volume_light( mesh.world_position.xyz, mesh.world_normal) / irradiance_volume_info.intensity; return vec4(rgb, 1.0f); }