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-rw-r--r--cnn_v3/shaders/gbuf_shadow.wgsl92
1 files changed, 92 insertions, 0 deletions
diff --git a/cnn_v3/shaders/gbuf_shadow.wgsl b/cnn_v3/shaders/gbuf_shadow.wgsl
new file mode 100644
index 0000000..36e7b28
--- /dev/null
+++ b/cnn_v3/shaders/gbuf_shadow.wgsl
@@ -0,0 +1,92 @@
+// G-buffer shadow raymarching shader for CNN v3
+// Pass 2: Reads depth from Pass 1, marches shadow rays toward lights,
+// outputs shadow factor (1.0=lit, 0.0=shadow) to RGBA8Unorm render target (.r).
+
+#include "common_uniforms"
+#include "camera_common"
+#include "math/sdf_shapes"
+#include "render/raymarching_id"
+
+@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
+@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
+@group(0) @binding(2) var depth_tex: texture_depth_2d;
+
+struct GBufLight {
+ direction: vec4f, // xyz = toward light (world space, normalized)
+ color: vec4f, // rgb = color, a = intensity
+}
+struct GBufLightsUniforms {
+ lights: array<GBufLight, 2>,
+ params: vec4f, // x = num_lights
+}
+@group(0) @binding(3) var<uniform> lights: GBufLightsUniforms;
+
+// ---- SDF scene (proxy box per object in local space) ----
+
+// Stub required by render/raymarching (shadow() / rayMarch() call df()).
+fn df(p: vec3f) -> f32 { return MAX_RAY_LENGTH; }
+
+// SDF of the full scene: proxy box for each object transformed to local space.
+fn dfWithID(p: vec3f) -> RayMarchResult {
+ var res: RayMarchResult;
+ res.distance = MAX_RAY_LENGTH;
+ res.distance_max = MAX_RAY_LENGTH;
+ res.object_id = 0.0;
+
+ let n = u32(globals.params.x);
+ for (var i = 0u; i < n; i++) {
+ let obj = object_data.objects[i];
+ let lp = (obj.inv_model * vec4f(p, 1.0)).xyz;
+ let d = sdBox(lp, vec3f(1.0));
+ if (d < res.distance) {
+ res.distance = d;
+ res.object_id = f32(i + 1u);
+ }
+ }
+ return res;
+}
+
+// ---- Vertex: fullscreen triangle ----
+
+@vertex
+fn vs_main(@builtin(vertex_index) vid: u32) -> @builtin(position) vec4f {
+ let x = f32((vid & 1u) << 2u) - 1.0;
+ let y = f32((vid & 2u) << 1u) - 1.0;
+ return vec4f(x, y, 0.0, 1.0);
+}
+
+// ---- Fragment: shadow factor per pixel ----
+
+@fragment
+fn fs_main(@builtin(position) pos: vec4f) -> @location(0) vec4f {
+ let depth = textureLoad(depth_tex, vec2i(pos.xy), 0);
+
+ // Sky / background: fully lit.
+ if (depth >= 1.0) {
+ return vec4f(1.0);
+ }
+
+ // Reconstruct world-space position from NDC + depth.
+ let res = globals.resolution;
+ let ndc = vec2f(
+ (pos.x / res.x) * 2.0 - 1.0,
+ 1.0 - (pos.y / res.y) * 2.0
+ );
+ let clip = globals.inv_view_proj * vec4f(ndc, depth, 1.0);
+ let world = clip.xyz / clip.w;
+
+ // Surface normal estimated from SDF gradient.
+ let nor = normalWithID(world);
+ let bias_pos = world + nor * 0.02;
+
+ // March shadow rays toward each light; take the darkest value.
+ var shadow_val = 1.0;
+ let num_lights = u32(lights.params.x);
+ for (var i = 0u; i < num_lights; i++) {
+ let ld = lights.lights[i].direction.xyz;
+ let s = shadowWithStoredDistance(bias_pos, ld, MAX_RAY_LENGTH);
+ shadow_val = min(shadow_val, s);
+ }
+
+ return vec4f(shadow_val, shadow_val, shadow_val, 1.0);
+}