SPDX license update
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//SPDX-License-Identifier: MIT
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//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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#version 460
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#extension GL_EXT_ray_tracing : enable
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#extension GL_EXT_shader_image_load_formatted : enable
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//SPDX-License-Identifier: MIT
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//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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// Sponza closest-hit (runs in SHADE). In the wavefront model the lighting
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// + shadow trace that used to live in raygen happens here: gather surface
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// data, accumulate ambient, and emit a shadow ray toward the sun carrying
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//SPDX-License-Identifier: MIT
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//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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// Sponza on Vulkan + WebGPU. Same example source, two backends — picked
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// by CRAFTER_GRAPHICS_WINDOW_DOM. Both paths:
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// 1. Load a Sponza .cmesh (positions + indices, optional per-vertex
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//SPDX-License-Identifier: MIT
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//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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#version 460
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#extension GL_EXT_ray_tracing : enable
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//SPDX-License-Identifier: MIT
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//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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// Sponza miss (runs in SHADE). Primary miss → two-stop sky gradient.
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// Shadow miss → the sun is unoccluded, so add the pending direct term.
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fn miss_main(ray: RayDesc, payload: ptr<function, Payload>) {
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//SPDX-License-Identifier: MIT
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//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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import std;
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import Crafter.Build;
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namespace fs = std::filesystem;
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//SPDX-License-Identifier: MIT
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//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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#version 460
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#extension GL_EXT_ray_tracing : enable
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#extension GL_EXT_shader_image_load_formatted : enable
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//SPDX-License-Identifier: MIT
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//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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// Sponza raygen (runs in GENERATE). Emits the pixel's primary ray; all
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// shading + the shadow trace now happen in SHADE (closesthit/miss). Camera
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// state comes from the host each frame via a storage buffer at
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//SPDX-License-Identifier: MIT
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//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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// Sponza RESOLVE-stage tonemap: Reinhard + gamma 2.2 over the linear
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// accumulator — matches the tonemap the megakernel raygen applied inline.
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fn resolve_main(coord: vec2<u32>, hdr: vec4<f32>) -> vec4<f32> {
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