emission_raymarch.computeShader
- .metadata17 B
- README.md612 B
- bindings.yaml265 B
- shader.wgsl4.7 KB
README.md
emission_raymarch
Marches an emissive 3D volume into a 2D storage target, one invocation per
pixel. The volume's RGB is emission and its alpha is density; the output is
premultiplied vec4(scatter, 1 - transmittance), which the demo's composite
post-process blends over the scene. The frame's depth blit clips each ray at
opaque geometry within occluder_range, so a surface in front of the volume
hides it.
preseed/volume.module owns this shader: it allocates the U uniform run,
packs the camera's inverse view-projection and the volume's world AABB into it,
and dispatches once per volume per frame.