// 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 "math/normal" #include "render/raymarching_id" @group(0) @binding(0) var globals: GlobalUniforms; @group(0) @binding(1) var object_data: ObjectsBuffer; @group(0) @binding(2) var depth_tex: texture_depth_2d; @group(0) @binding(4) var normal_mat_tex: texture_2d; struct GBufLight { direction: vec4f, // xyz = toward light (world space, normalized) color: vec4f, // rgb = color, a = intensity } struct GBufLightsUniforms { lights: array, params: vec4f, // x = num_lights } @group(0) @binding(3) var 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. // Sphere: direct world-space formula (exact, no matrix multiply). // Box/Torus/Plane: local-space transform + uniform-scale correction. 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 obj_type = u32(obj.params.x); var d: f32; switch obj_type { case 1u: { // SPHERE: direct world-space SDF — avoids matrix multiply, exact. let c = obj.model[3].xyz; let r = length(obj.model[0].xyz); d = length(p - c) - r; } case 2u: { // PLANE let lp = (obj.inv_model * vec4f(p, 1.0)).xyz; d = sdPlane(lp, vec3f(0.0, 1.0, 0.0), obj.params.y); } case 3u: { // TORUS let lp = (obj.inv_model * vec4f(p, 1.0)).xyz; let scale = length(obj.model[0].xyz); d = sdTorus(lp, vec2f(0.8, 0.2)) * scale; } default: { // CUBE (0) + fallback — uniform scale assumed. let lp = (obj.inv_model * vec4f(p, 1.0)).xyz; let scale = length(obj.model[0].xyz); d = sdBox(lp, vec3f(1.0)) * scale; } } if (d < res.distance) { res.distance = d; res.object_id = f32(i + 1u); } } return res; } // Soft shadow march (IQ formula). Returns 1=lit, 0=shadow. // No dmin/dmax bounds: in open space d grows large so 8*d/t >> 1, res stays 1 naturally. fn soft_shadow(ro: vec3f, rd: vec3f) -> f32 { var t = 0.001; var res = 1.0; for (var i = 0; i < 64; i++) { let d = dfWithID(ro + rd * t).distance; if (d < 0.0005) { return 0.0; } res = min(res, 8.0 * d / t); t += d; } return clamp(res, 0.0, 1.0); } // ---- 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; // Use rasterized surface normal for bias — correct for sphere impostors. let nm = textureLoad(normal_mat_tex, vec2i(pos.xy), 0); let nor = oct_decode_unorm(nm.rg); let bias_pos = world + nor * 0.05; // 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 = soft_shadow(bias_pos, ld); shadow_val = min(shadow_val, s); } return vec4f(shadow_val, shadow_val, shadow_val, 1.0); }