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20 changes: 18 additions & 2 deletions crates/bevy_pbr/src/render/pbr_functions.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -12,6 +12,7 @@
shadows,
ambient,
irradiance_volume,
view_transformations,
mesh_types::{MESH_FLAGS_SHADOW_RECEIVER_BIT, MESH_FLAGS_TRANSMITTED_SHADOW_RECEIVER_BIT},
}
#import bevy_render::maths::{E, powsafe}
Expand Down Expand Up @@ -767,19 +768,34 @@ fn apply_fog(fog_params: mesh_view_types::Fog, input_color: vec4<f32>, fragment_
// fog shape that looks a bit fake
let distance = length(view_to_world);

// Calculate view_z for shadow cascade selection
let view_pos = view_transformations::position_world_to_view(fragment_world_position);
let view_z = view_pos.z;

// Approximate surface normal using view direction for shadow sampling
let view_direction_normal = normalize(-view_to_world);
let fragment_world_position_vec4 = vec4<f32>(fragment_world_position, 1.0);

var scattering = vec3<f32>(0.0);
if fog_params.directional_light_color.a > 0.0 {
let view_to_world_normalized = view_to_world / distance;
let n_directional_lights = view_bindings::lights.n_directional_lights;
for (var i: u32 = 0u; i < n_directional_lights; i = i + 1u) {
let light = view_bindings::lights.directional_lights[i];
scattering += pow(
let light = view_bindings::lights.directional_lights[i];
let scattering_contribution = pow(
max(
dot(view_to_world_normalized, light.direction_to_light),
0.0
),
fog_params.directional_light_exponent
) * light.color.rgb * view_bindings::view.exposure;

// Sample shadow map to attenuate inscattering in shadowed areas
var shadow: f32 = 1.0;
if ((light.flags & mesh_view_types::DIRECTIONAL_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
shadow = shadows::fetch_directional_shadow(i, fragment_world_position_vec4, view_direction_normal, view_z);
}
scattering += scattering_contribution * shadow;
}
}

Expand Down