bevy/crates/bevy_pbr/src/render/mesh_view_bindings.wgsl
Patrick Walton ad6872275f
Rename "point light" to "clusterable object" in cluster contexts. (#13654)
We want to use the clustering infrastructure for light probes and decals
as well, not just point lights. This patch builds on top of #13640 and
performs the rename.

To make this series easier to review, this patch makes no code changes.
Only identifiers and comments are modified.

## Migration Guide

* In the PBR shaders, `point_lights` is now known as
`clusterable_objects`, `PointLight` is now known as `ClusterableObject`,
and `cluster_light_index_lists` is now known as
`clusterable_object_index_lists`.
2024-06-04 11:01:13 +00:00

99 lines
3.9 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;
#ifdef IRRADIANCE_VOLUMES_ARE_USABLE
#ifdef MULTIPLE_LIGHT_PROBES_IN_ARRAY
@group(0) @binding(18) var irradiance_volumes: binding_array<texture_3d<f32>, 8u>;
#else
@group(0) @binding(18) var irradiance_volume: texture_3d<f32>;
#endif
@group(0) @binding(19) var irradiance_volume_sampler: sampler;
#endif
@group(0) @binding(20) var dt_lut_texture: texture_3d<f32>;
@group(0) @binding(21) var dt_lut_sampler: sampler;
#ifdef MULTISAMPLED
#ifdef DEPTH_PREPASS
@group(0) @binding(22) var depth_prepass_texture: texture_depth_multisampled_2d;
#endif // DEPTH_PREPASS
#ifdef NORMAL_PREPASS
@group(0) @binding(23) var normal_prepass_texture: texture_multisampled_2d<f32>;
#endif // NORMAL_PREPASS
#ifdef MOTION_VECTOR_PREPASS
@group(0) @binding(24) var motion_vector_prepass_texture: texture_multisampled_2d<f32>;
#endif // MOTION_VECTOR_PREPASS
#else // MULTISAMPLED
#ifdef DEPTH_PREPASS
@group(0) @binding(22) var depth_prepass_texture: texture_depth_2d;
#endif // DEPTH_PREPASS
#ifdef NORMAL_PREPASS
@group(0) @binding(23) var normal_prepass_texture: texture_2d<f32>;
#endif // NORMAL_PREPASS
#ifdef MOTION_VECTOR_PREPASS
@group(0) @binding(24) var motion_vector_prepass_texture: texture_2d<f32>;
#endif // MOTION_VECTOR_PREPASS
#endif // MULTISAMPLED
#ifdef DEFERRED_PREPASS
@group(0) @binding(25) var deferred_prepass_texture: texture_2d<u32>;
#endif // DEFERRED_PREPASS
@group(0) @binding(26) var view_transmission_texture: texture_2d<f32>;
@group(0) @binding(27) var view_transmission_sampler: sampler;