54 lines
2.3 KiB
WebGPU Shading Language
54 lines
2.3 KiB
WebGPU Shading Language
|
|
// RTStress closest-hit (runs in SHADE). Computes flat-shaded Lambert from
|
||
|
|
// the hit triangle's geometric normal, accumulates ambient, and — if the
|
||
|
|
// surface faces the sun — emits a shadow ray toward the sun. The shadow
|
||
|
|
// ray's miss (sun visible) adds the direct term; its hit (occluded) adds
|
||
|
|
// nothing because RT_FLAG_SKIP_CLOSEST_HIT suppresses closesthit on hit.
|
||
|
|
//
|
||
|
|
// Payload declared here so the assembler sees it before wfPayload / SHADE.
|
||
|
|
struct Payload {
|
||
|
|
color: vec3<f32>, // shadow ray: pending direct contribution
|
||
|
|
shadowRay: u32, // 0 primary, 1 shadow
|
||
|
|
};
|
||
|
|
|
||
|
|
const SUN_DIR_TO_LIGHT: vec3<f32> = vec3<f32>(0.40, 0.85, 0.35);
|
||
|
|
const SUN_COLOR: vec3<f32> = vec3<f32>(1.15, 1.05, 0.90);
|
||
|
|
const AMBIENT_COLOR: vec3<f32> = vec3<f32>(0.12, 0.13, 0.18);
|
||
|
|
|
||
|
|
// Cheap per-instance albedo so the grid reads as distinct cubes (and any
|
||
|
|
// TLAS flicker as instance count scales is obvious).
|
||
|
|
fn instanceAlbedo(i: u32) -> vec3<f32> {
|
||
|
|
let h = i * 2654435761u;
|
||
|
|
return vec3<f32>(
|
||
|
|
0.35 + 0.6 * f32((h >> 0u) & 255u) / 255.0,
|
||
|
|
0.35 + 0.6 * f32((h >> 8u) & 255u) / 255.0,
|
||
|
|
0.35 + 0.6 * f32((h >> 16u) & 255u) / 255.0);
|
||
|
|
}
|
||
|
|
|
||
|
|
fn closesthit_main(ray: RayDesc, hit: HitInfo, payload: ptr<function, Payload>) {
|
||
|
|
let meshRec = meshRecords[tlasEntries[hit.instanceId].blasMeshIdx];
|
||
|
|
let verts = _rtFetchTri(meshRec, hit.primitiveId);
|
||
|
|
let nObj = normalize(cross(verts[1] - verts[0], verts[2] - verts[0]));
|
||
|
|
let nWorld = normalize(vec3<f32>(
|
||
|
|
dot(hit.objectToWorldR0.xyz, nObj),
|
||
|
|
dot(hit.objectToWorldR1.xyz, nObj),
|
||
|
|
dot(hit.objectToWorldR2.xyz, nObj)));
|
||
|
|
|
||
|
|
let albedo = instanceAlbedo(hit.customIndex);
|
||
|
|
let worldPos = ray.origin + ray.direction * hit.t;
|
||
|
|
let viewDir = -ray.direction;
|
||
|
|
let nFacing = select(-nWorld, nWorld, dot(nWorld, viewDir) > 0.0);
|
||
|
|
let sunDir = normalize(SUN_DIR_TO_LIGHT);
|
||
|
|
let nDotL = max(0.0, dot(nFacing, sunDir));
|
||
|
|
|
||
|
|
rtAccumulate(albedo * AMBIENT_COLOR);
|
||
|
|
|
||
|
|
if (nDotL > 0.0) {
|
||
|
|
var sp: Payload;
|
||
|
|
sp.color = albedo * SUN_COLOR * nDotL;
|
||
|
|
sp.shadowRay = 1u;
|
||
|
|
let shadowOrigin = worldPos + nFacing * 0.05;
|
||
|
|
rtEmitRay(shadowOrigin, 0.01, sunDir, 100000.0,
|
||
|
|
RT_FLAG_SKIP_CLOSEST_HIT | RT_FLAG_TERMINATE_ON_FIRST_HIT,
|
||
|
|
0xFFu, 0u, 0u, sp);
|
||
|
|
}
|
||
|
|
}
|