- 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>
79 lines
2.8 KiB
WebGPU Shading Language
79 lines
2.8 KiB
WebGPU Shading Language
enable wgpu_ray_query;
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// RT Shadow compute shader.
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// Reads world-space position and normal from the G-Buffer, then fires a
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// shadow ray against the TLAS to determine per-pixel visibility.
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// Output is 1.0 (lit) or 0.0 (shadowed) stored in an R32Float texture.
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// ── Group 0: G-Buffer inputs ──────────────────────────────────────────────────
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@group(0) @binding(0) var t_position: texture_2d<f32>;
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@group(0) @binding(1) var t_normal: texture_2d<f32>;
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// ── Group 1: RT data ─────────────────────────────────────────────────────────
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@group(1) @binding(0) var tlas: acceleration_structure;
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@group(1) @binding(1) var t_shadow_out: texture_storage_2d<r32float, write>;
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struct RtShadowUniform {
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light_direction: vec3<f32>,
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_pad0: f32,
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width: u32,
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height: u32,
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_pad1: vec2<u32>,
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};
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@group(1) @binding(2) var<uniform> uniforms: RtShadowUniform;
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// ── Compute entry point ───────────────────────────────────────────────────────
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@compute @workgroup_size(8, 8)
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fn cs_main(@builtin(global_invocation_id) gid: vec3<u32>) {
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let coord = vec2<i32>(i32(gid.x), i32(gid.y));
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// Bounds check
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if gid.x >= uniforms.width || gid.y >= uniforms.height {
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return;
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}
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// Read world position from G-Buffer
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let world_pos = textureLoad(t_position, coord, 0).xyz;
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// Background pixel: skip (position is (0,0,0) for skybox pixels)
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if dot(world_pos, world_pos) < 0.001 {
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textureStore(t_shadow_out, coord, vec4<f32>(1.0, 0.0, 0.0, 0.0));
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return;
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}
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// Read and decode normal — G-Buffer stores N * 0.5 + 0.5
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let normal_encoded = textureLoad(t_normal, coord, 0).rgb;
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let N = normalize(normal_encoded * 2.0 - 1.0);
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// Ray: from surface towards the light, biased along normal to avoid self-intersection
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let ray_origin = world_pos + N * 0.01;
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let ray_dir = normalize(-uniforms.light_direction);
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// Build ray descriptor
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var desc: RayDesc;
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desc.flags = RAY_FLAG_TERMINATE_ON_FIRST_HIT;
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desc.cull_mask = 0xFFu;
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desc.tmin = 0.001;
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desc.tmax = 1000.0;
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desc.origin = ray_origin;
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desc.dir = ray_dir;
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// Ray query
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var rq: ray_query;
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rayQueryInitialize(&rq, tlas, desc);
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while rayQueryProceed(&rq) {}
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// Check result
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let intersection = rayQueryGetCommittedIntersection(&rq);
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var shadow: f32 = 1.0;
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if intersection.kind != RAY_QUERY_INTERSECTION_NONE {
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shadow = 0.0;
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}
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textureStore(t_shadow_out, coord, vec4<f32>(shadow, 0.0, 0.0, 0.0));
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}
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