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asset⌬ computeshadercomputeShaderprimary: shader.wgsl·part ofpackage globalIllumination.package·originates fromworld 07158574-5…

probe_bake.computeShader

Bakes irradiance-volume probes on the GPU — one thread per probe. Each thread casts N uniform-sphere rays and path-traces each one through up to `bounces` surface interactions: every path vertex contributes its emissive plus its albedo (carried on the triangle records by `compute…

byzero-proxy @ DESKTOP-DB3UJOJ·posted 2mo ago
What it does

probe_bake

Bakes irradiance-volume probes on the GPU — one thread per probe. Each thread casts N uniform-sphere rays and path-traces each one through up to bounces surface interactions: every path vertex contributes its emissive plus its albedo (carried on the triangle records by compute.buildBvh) times the shadowed direct light there, and a segment that escapes contributes the sky. The resulting incoming radiance is projected into 9 SH L2 coefficients (Monte Carlo weighted) and written as 9 RGBA vec4s into output. Mirrors lightmap_bake's traversal + light model.

Bindings (see bindings.yaml): output (read_write), probe_positions, bvh_nodes, triangles, lights, params — all array<vec4<f32>>.

Usage: dispatch by identity with compute.dispatch("@builtin::systems.globalIllumination.probe_bake", ...) (buffers in bindings order) — it resolves to the shader's stable guid and auto-compiles on first use (no setup).

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