feat(renderer): improve IBL with Hosek-Wilkie sky, SH irradiance, GPU BRDF LUT
- Hosek-Wilkie inspired procedural sky (Rayleigh/Mie scattering, sun disk) - L2 Spherical Harmonics irradiance (9 coefficients, CPU computation) - SH evaluation in shader replaces sample_environment for diffuse IBL - GPU compute BRDF LUT (Rg16Float, higher precision than CPU Rgba8Unorm) - SkyParams (sun_direction, turbidity) in ShadowUniform Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -42,6 +42,10 @@ struct ShadowUniform {
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light_view_proj: mat4x4<f32>,
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shadow_map_size: f32,
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shadow_bias: f32,
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_padding: vec2<f32>,
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sun_direction: vec3<f32>,
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turbidity: f32,
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sh_coefficients: array<vec4<f32>, 7>,
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};
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@group(2) @binding(0) var t_shadow: texture_depth_2d;
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