// 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 globals: GlobalUniforms; @group(0) @binding(1) var 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, 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: 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 obj_type = u32(obj.params.x); var d: f32; switch obj_type { case 1u: { d = sdSphere(lp, 1.0); } // SPHERE case 2u: { d = sdPlane(lp, vec3f(0.0, 1.0, 0.0), obj.params.y); } // PLANE case 3u: { d = sdTorus(lp, vec2f(0.8, 0.2)); } // TORUS default: { d = sdBox(lp, vec3f(1.0)); } // CUBE (0) + fallback } 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); }