fix(renderer): fix RT shadow shader syntax, experimental features, and R32Float sampler compatibility
- Add 'enable wgpu_ray_query' to RT shadow shader - Fix RayDesc struct constructor syntax and rayQueryGetCommittedIntersection API - Enable ExperimentalFeatures in GpuContext for RT - Change RT shadow texture binding to non-filterable (R32Float) - Use textureLoad instead of textureSample for RT shadow in lighting pass Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -267,7 +267,9 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let F0 = mix(vec3<f32>(0.04, 0.04, 0.04), albedo, metallic);
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// Shadow: sample RT shadow texture (1.0 = lit, 0.0 = shadowed)
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let shadow_factor = textureSample(t_rt_shadow, s_rt_shadow, uv).r;
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let rt_dims = textureDimensions(t_rt_shadow);
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let rt_coord = vec2<i32>(vec2<f32>(uv.x * f32(rt_dims.x), uv.y * f32(rt_dims.y)));
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let shadow_factor = textureLoad(t_rt_shadow, rt_coord, 0).r;
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// Accumulate contribution from all active lights
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var Lo = vec3<f32>(0.0);
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