# RTVolume Ray tracing of **procedural (AABB) geometry** with an **any-hit** cut-out on both backends — software WebGPU (issue #13) and native Vulkan hardware RT (issue #33). A 3×3×3 grid of unit boxes is registered as an AABB BLAS (`Mesh::BuildProcedural` — `VK_GEOMETRY_TYPE_AABBS_KHR` on Vulkan, the software AABB-leaf path on WebGPU). The hit group is procedural (`RTShaderGroupType::ProceduralHitGroup` / `VK_RAY_TRACING_SHADER_GROUP_TYPE_PROCEDURAL_HIT_GROUP_KHR`) carrying: - `intersection.wgsl` / `intersection.glsl` — analytic ray–sphere test that turns each box into a radius-1 sphere (runs once per box the ray enters); - `anyhit.wgsl` / `anyhit.glsl` — ignores the intersection for half the cells of a spherical checkerboard, so the ray passes through and the background / spheres behind show through (the visible proof any-hit runs); - `closesthit.wgsl` / `closesthit.glsl` — normal-based Lambert shading, tinted per instance. The geometry is registered **non-opaque** and the instances clear their force-opaque flag, which is what lets the any-hit shader run. Flip the instance flag to `kRTGeometryInstanceForceOpaque` (or build the mesh with `opaque = true`) to skip any-hit and see solid spheres. WebGPU/DOM (free camera, WASD + mouse): ``` crafter-build --target=wasm32-wasip1 -r ``` Native Vulkan (fixed camera in raygen.glsl): ``` crafter-build -r ```