37 lines
1.2 KiB
WebGPU Shading Language
37 lines
1.2 KiB
WebGPU Shading Language
//SPDX-License-Identifier: MIT
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//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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// WebGPU wavefront raygen. Runs in GENERATE: compute the pinhole camera
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// ray and emit it as the pixel's primary ray. Shading happens later in
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// SHADE (closesthit/miss). The Payload type is declared in closesthit.wgsl.
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fn raygen_main(gid: vec3<u32>) {
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if (gid.x >= wfParams.surfaceW || gid.y >= wfParams.surfaceH) { return; }
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let pixel = vec2<f32>(f32(gid.x), f32(gid.y));
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let resolution = vec2<f32>(f32(wfParams.surfaceW), f32(wfParams.surfaceH));
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let uv = (pixel + vec2<f32>(0.5)) / resolution;
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let ndc = uv * 2.0 - vec2<f32>(1.0);
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let origin = vec3<f32>(0.0, 0.0, -300.0);
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let aspect = resolution.x / resolution.y;
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let fov = 60.0 * 3.14159265 / 180.0;
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let tanHalfFov = tan(fov * 0.5);
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let direction = normalize(vec3<f32>(
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ndc.x * aspect * tanHalfFov,
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-ndc.y * tanHalfFov,
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1.0,
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));
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var payload: Payload;
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payload.color = vec3<f32>(0.0);
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rtEmitPrimaryRay(
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origin, 0.001,
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direction, 10000.0,
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0u, // ray flags
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0xFFu, // cull mask
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0u, 0u, // sbtRecordOffset, missIndex
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payload);
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}
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