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| author | skal <pascal.massimino@gmail.com> | 2026-03-22 19:29:01 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-03-22 19:29:01 +0100 |
| commit | 7b89a7130a998017de98dde363a8d9be61d7d44e (patch) | |
| tree | 2b45a3253a5770170d787915b5c3d18fd69e40ac /tools/shadertoy/template.cc | |
| parent | c5e66964c0463219019d0439ec20b79248637fa4 (diff) | |
feat(cnn_v3): GBufferEffect Pass 2 — SDF shadow raymarching
Implements gbuf_shadow.wgsl: fullscreen render pass that reads depth
from Pass 1, reconstructs world-space positions, evaluates a proxy-box
SDF for each object (via inv_model), computes soft shadows for both
directional lights using shadowWithStoredDistance(), and writes shadow
factor to the RGBA8Unorm node_shadow_ target consumed by gbuf_pack.wgsl.
Bind layout: B0=GlobalUniforms, B1=ObjectsBuffer (storage-read),
B2=texture_depth_2d, B3=GBufLightsUniforms.
Sky fragments (depth=1.0) are output as 1.0 (fully lit).
Falls back to clear(1.0) if pipeline is not ready.
36/36 tests pass.
handoff(Gemini): Pass 2 done. Pass 3 (transparency) still TODO.
Phase 4 (type-aware SDF) optional after visual validation.
Diffstat (limited to 'tools/shadertoy/template.cc')
0 files changed, 0 insertions, 0 deletions
