Five pillars, four colored point lights; closest-hit emits one shadow ray per light from the same invocation (raysPerPixel = 4, maxDepth = 2), so up to four rays per pixel rtAccumulate in a single SHADE pass — the contention case #30 exists for. Each pillar casts four separable colored shadows; an accumulator race or capacity drop shows as flickering dark noise or a missing shadow color. Two frames a second apart diff at 2 px / 1.85 M (last-ulp CAS ordering), confirming no lost updates. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
14 lines
648 B
WebGPU Shading Language
14 lines
648 B
WebGPU Shading Language
// RTMultiShadow miss (runs in SHADE). Shadow miss → that light is visible
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// from the surface, so add its pending contribution; up to LIGHT_COUNT of
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// these resolve for the same pixel in one pass (atomic rtAccumulate, #30).
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// Primary miss → near-black night sky so the colored lighting carries the
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// frame.
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fn miss_main(ray: RayDesc, payload: ptr<function, Payload>) {
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if ((*payload).shadowRay == 1u) {
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rtAccumulate((*payload).color);
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return;
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}
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let t = clamp(ray.direction.y * 0.5 + 0.5, 0.0, 1.0);
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rtAccumulate(mix(vec3<f32>(0.010, 0.012, 0.022),
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vec3<f32>(0.030, 0.040, 0.075), t));
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}
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