WebGPU RT: port Sponza to wavefront (shadow ray in SHADE)

Restructure Sponza for the wavefront model: raygen emits the primary ray;
closesthit (in SHADE) gathers albedo/normal, accumulates ambient, and
emits a shadow ray carrying the pending direct term; miss adds the sky
(primary) or the direct term (shadow miss). resolve.wgsl applies the same
Reinhard+gamma the megakernel raygen did inline. User bindings moved to
group 3 (groups 0..2 reserved). RTPass maxDepth=2.

Renders the atrium correctly through the wavefront pipeline (textures,
two-sided shading, sun+ambient, shadows, tonemap).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
catbot 2026-05-31 20:16:04 +00:00
commit 376e66aeed
6 changed files with 70 additions and 134 deletions

View file

@ -0,0 +1,7 @@
// Sponza RESOLVE-stage tonemap: Reinhard + gamma 2.2 over the linear
// accumulator matches the tonemap the megakernel raygen applied inline.
fn resolve_main(coord: vec2<u32>, hdr: vec4<f32>) -> vec4<f32> {
let mapped = hdr.rgb / (hdr.rgb + vec3<f32>(1.0));
let g = pow(mapped, vec3<f32>(1.0 / 2.2));
return vec4<f32>(g, 1.0);
}