summaryrefslogtreecommitdiff
path: root/workspaces/test/shaders/test_snippet_a.wgsl
diff options
context:
space:
mode:
authorskal <pascal.massimino@gmail.com>2026-03-22 19:29:01 +0100
committerskal <pascal.massimino@gmail.com>2026-03-22 19:29:01 +0100
commit7b89a7130a998017de98dde363a8d9be61d7d44e (patch)
tree2b45a3253a5770170d787915b5c3d18fd69e40ac /workspaces/test/shaders/test_snippet_a.wgsl
parentc5e66964c0463219019d0439ec20b79248637fa4 (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 'workspaces/test/shaders/test_snippet_a.wgsl')
0 files changed, 0 insertions, 0 deletions