bvle-voxels/shaders
Samuel Bouchet 40560c25ef Phase 6.3: temporal accumulation + IGN noise for RT AO
- Interleaved Gradient Noise replaces world-space hash for ray sampling
- Cranley-Patterson rotation (golden ratio × frameIndex) per frame
- Temporal accumulation: blend 5% current + 95% reprojected history (~20 frames)
- aoHistoryTexture_ persists between frames, copy pre-blur for next frame
- prevViewProjection added to VoxelCB for screen-space reprojection
- Push constants: frameIndex + historyValid for temporal control
- Result: nearly noise-free AO with only 8 rays per pixel
2026-03-29 09:55:08 +02:00
..
voxelAOApplyCS.hlsl Phase 6.3: RT ambient occlusion with bilateral blur 2026-03-29 09:31:19 +02:00
voxelAOBlurCS.hlsl Phase 6.3: RT ambient occlusion with bilateral blur 2026-03-29 09:31:19 +02:00
voxelBLASExtractCS.hlsl Phase 6.1: RT infrastructure — MRT normals + BLAS/TLAS build 2026-03-28 14:48:11 +01:00
voxelCommon.hlsli Phase 6.3: temporal accumulation + IGN noise for RT AO 2026-03-29 09:55:08 +02:00
voxelCullCS.hlsl Phase 2.3: GPU compute culling with frustum + backface cull 2026-03-25 22:30:50 +01:00
voxelMeshCS.hlsl Phase 5.1: Naive Surface Nets smooth rendering 2026-03-27 13:03:55 +01:00
voxelPS.hlsl Phase 6.1: RT infrastructure — MRT normals + BLAS/TLAS build 2026-03-28 14:48:11 +01:00
voxelShadowCS.hlsl Phase 6.3: temporal accumulation + IGN noise for RT AO 2026-03-29 09:55:08 +02:00
voxelSmoothCentroidCS.hlsl Phase 5.2-5.3: CPU perf optimizations + GPU compute Surface Nets 2026-03-27 22:30:43 +01:00
voxelSmoothCS.hlsl Phase 5.2-5.3: CPU perf optimizations + GPU compute Surface Nets 2026-03-27 22:30:43 +01:00
voxelSmoothPS.hlsl Phase 6.1: RT infrastructure — MRT normals + BLAS/TLAS build 2026-03-28 14:48:11 +01:00
voxelSmoothVS.hlsl Phase 5.1: smooth PS blending uses same logic as blocky PS + debug scene 2026-03-27 14:21:35 +01:00
voxelTopingPS.hlsl Phase 6.1: RT infrastructure — MRT normals + BLAS/TLAS build 2026-03-28 14:48:11 +01:00
voxelTopingVS.hlsl Add wind to grass toping 2026-03-26 18:58:19 +01:00
voxelVS.hlsl Phase 3: PS-based texture blending with winner-takes-all heightmap 2026-03-26 12:14:08 +01:00