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// 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<uniform> globals: GlobalUniforms;
@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
@group(0) @binding(2) var depth_tex: texture_depth_2d;
@group(0) @binding(4) var normal_mat_tex: texture_2d<f32>;
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 obj_type = u32(obj.params.x);
// Scale factor: convert local-space SDF to world-space distance.
let scale = length(obj.model[0].xyz);
var d: f32;
switch obj_type {
case 1u: { d = sdSphere(lp, 1.0) * scale; } // 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)) * scale; } // TORUS
default: { d = sdBox(lp, vec3f(1.0)) * scale; } // CUBE (0) + fallback
}
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);
}
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