Shader helpers that sample the opaque pass's colour or depth copy at a world position, for custom
material bits such as refraction or water
List it in your bit's requires to get:
screenUVFromWorld(worldPos): the UV of a world position in a screen copy, for an offset
refraction tap or a depth textureLoad. A copy can be larger than the view, so the UV is scaled
and clamped to the part the view fills.
sampleScreenCopy(tex, [sampler,] worldPos, lod): samples a colour copy there at mip lod,
keeping a blurred tap inside the view's part of the copy. WGSL takes a sampler and GLSL doesn't.
Colour only: load depth with textureLoad.
Shader helpers that sample the opaque pass's colour or depth copy at a world position, for custom material bits such as refraction or water
List it in your bit's
requiresto get:screenUVFromWorld(worldPos): the UV of a world position in a screen copy, for an offset refraction tap or a depthtextureLoad. A copy can be larger than the view, so the UV is scaled and clamped to the part the view fills.sampleScreenCopy(tex, [sampler,] worldPos, lod): samples a colour copy there at miplod, keeping a blurred tap inside the view's part of the copy. WGSL takes a sampler and GLSL doesn't. Colour only: load depth withtextureLoad.