lum_fill.computeShader
- .metadata17 B
- README.md1.0 KB
- bindings.yaml131 B
- shader.wgsl5.3 KB
README.md
lum_fill
Fills the LUMEN part's cathedral volume, one invocation per voxel. Drifting atmosphere is lit through an exact shadow trace against the westwork's opening layout — three lancets and the oculus — so the god rays are the geometry's own shafts rather than painted cones. A breathing ellipsoid halo of luminous air gathers around the extruded title and rises toward the oculus for the drop.
preseed/parts/p1_lumen.module owns this shader: it holds the reference, packs
the U run each frame, and hands both to preseed/volume.module to dispatch.
Bindings
| name | kind | what it is |
|---|---|---|
vol | storage3d (rgba16f) | the volume written — RGB emission, A density |
U | buffer (read, f32) | the part's fill parameters |
U (f32 indices): 0 time · 1..3 light colour · 4 intensity ·
5 atmosphere density · 6 scattering · 7 lancet half-width ·
8 floor-pool gain · 9 oculus radius · 10 title halo gain ·
11 halo lift (0 title → 1 oculus).