diff options
| author | skal <pascal.massimino@gmail.com> | 2026-03-23 00:26:52 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-03-23 00:26:52 +0100 |
| commit | 1470dd240f48652d1fe97957fe44a49b0e1ee9a6 (patch) | |
| tree | c202e36a2aaed35fd8bc111457bcba89c7db8658 /cnn_v3/shaders/gbuf_deferred.wgsl | |
| parent | 12d5d5f1762a0c00405950b6ff5e564880f0ff36 (diff) | |
wip(cnn_v3): shadow→dif intermediate + scene tweaks + migration plan
- gbuf_shadow.wgsl: normal bias 0.05→0.02
- gbuf_pack.wgsl: compute dif=diffuse*shadow, drop shadow from t1.z,
store dif in t1.w (INTERMEDIATE — incorrect packing, see migration plan)
- gbuf_deferred.wgsl: read dif from t1.w.x (matches intermediate packing)
- gbuf_view.wgsl: expand to 4×6 grid, show dif.r/g/b in row 5
(INTERMEDIATE — to be reverted to 4×5 with ch18=dif)
- gbuffer_effect.cc: add small hovering sphere (r=0.6) above scene;
swap cube/sphere positions; both spheres pulsate
- docs/GBUF_DIF_MIGRATION.md: full migration plan with checklist
handoff(Claude): intermediate commit — GBUF_DIF_MIGRATION.md §Current State
describes what is wrong and the full implementation checklist (5 steps).
Diffstat (limited to 'cnn_v3/shaders/gbuf_deferred.wgsl')
| -rw-r--r-- | cnn_v3/shaders/gbuf_deferred.wgsl | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/cnn_v3/shaders/gbuf_deferred.wgsl b/cnn_v3/shaders/gbuf_deferred.wgsl index 2ed4ce3..bcc42cc 100644 --- a/cnn_v3/shaders/gbuf_deferred.wgsl +++ b/cnn_v3/shaders/gbuf_deferred.wgsl @@ -40,9 +40,9 @@ fn fs_main(@builtin(position) pos: vec4f) -> @location(0) vec4f { let normal = oct_decode(vec2f(bx.y, ny_d.x)); let diffuse = max(0.0, dot(normal, KEY_LIGHT)); - // feat_tex1[2] = pack4x8unorm(mip2.g, mip2.b, shadow, transp) - let t1 = textureLoad(feat_tex1, coord, 0); - let shadow = unpack4x8unorm(t1.z).z; + // feat_tex1[3] = pack4x8unorm(dif.r, dif.g, dif.b, spare) — dif = diffuse*shadow + let t1 = textureLoad(feat_tex1, coord, 0); + let dif = unpack4x8unorm(t1.w).x; - return vec4f(albedo * (AMBIENT + diffuse * shadow), 1.0); + return vec4f(albedo * (AMBIENT + dif), 1.0); } |
