Builtin Library
- ..
- README.md733 B
- bindings.yaml203 B
- shader.wgsl2.6 KB
README.md
emission_raymarch
Marches a camera ray through an emissive volume and writes the result to a 2D target. Emission accumulates along the ray and density attenuates what is behind it, so a volume reads as light rather than as a surface.
Bindings
| name | kind | what it is |
|---|---|---|
vol | texture3d | the volume marched — RGB emission, A density |
smp | sampler | how vol is filtered along the ray |
out_tex | storage2d (rgba16f) | the image the march writes |
U | buffer (read, f32) | camera, volume placement and march settings |
U carries the inverse view-projection, the volume's world transform, the step
count, density and emission gains, and the target's inverse size.