From 7b89a7130a998017de98dde363a8d9be61d7d44e Mon Sep 17 00:00:00 2001 From: skal Date: Sun, 22 Mar 2026 19:29:01 +0100 Subject: feat(cnn_v3): GBufferEffect Pass 2 — SDF shadow raymarching MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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. --- src/effects/shaders.cc | 1 + 1 file changed, 1 insertion(+) (limited to 'src/effects/shaders.cc') diff --git a/src/effects/shaders.cc b/src/effects/shaders.cc index 37b7d09..a74d920 100644 --- a/src/effects/shaders.cc +++ b/src/effects/shaders.cc @@ -117,6 +117,7 @@ const char* ntsc_rgb_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_NTSC_RGB); const char* ntsc_yiq_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_NTSC_YIQ); const char* gbuf_raster_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_GBUF_RASTER); const char* gbuf_pack_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_GBUF_PACK); +const char* gbuf_shadow_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_GBUF_SHADOW); const char* gbuf_view_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_GBUF_VIEW); const char* cnn_v3_enc0_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_CNN_V3_ENC0); const char* cnn_v3_enc1_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_CNN_V3_ENC1); -- cgit v1.2.3