A 3x3x3 grid of AABB-geometry spheres rendered through an analytic ray-sphere intersection shader, with an any-hit spherical-checkerboard cut-out so the background shows through. Exercises both features end to end on the WebGPU wavefront tracer. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
7 lines
292 B
WebGPU Shading Language
7 lines
292 B
WebGPU Shading Language
// RTVolume RESOLVE-stage tonemap: Reinhard + gamma 2.2 over the linear
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// accumulator.
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fn resolve_main(coord: vec2<u32>, hdr: vec4<f32>) -> vec4<f32> {
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let mapped = hdr.rgb / (hdr.rgb + vec3<f32>(1.0));
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let g = pow(mapped, vec3<f32>(1.0 / 2.2));
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return vec4<f32>(g, 1.0);
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}
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