bvle-voxels/shaders
Samuel Bouchet 6b41da0932 Phase 6.2: RT shadows — inline ray queries with BLAS/TLAS fix
Add shadow compute shader (voxelShadowCS.hlsl) that traces rays toward
the sun using DXR inline ray queries (RayQuery<>, SM 6.5). Shadows
modulate voxelRT_ in-place via RWTexture2D (no extra render target).

Key fixes to Phase 6.1 BLAS/TLAS infrastructure:
- Sequential index buffer required: Wicked treats IndexCount=0 with
  non-null IndexBuffer as "0 indexed triangles" → empty BLAS
- Memory barriers between BLAS→TLAS→RT: without GPUBarrier::Memory()
  the TLAS build races with BLAS builds, causing zero ray hits
- inverseViewProjection added to VoxelCB for depth reconstruction

F5 toggles shadows OFF→ON→DEBUG (red=hit, green=miss, blue=backface).
2026-03-28 20:01:18 +01:00
..
voxelBLASExtractCS.hlsl Phase 6.1: RT infrastructure — MRT normals + BLAS/TLAS build 2026-03-28 14:48:11 +01:00
voxelCommon.hlsli Phase 6.2: RT shadows — inline ray queries with BLAS/TLAS fix 2026-03-28 20:01:18 +01:00
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 6.2: RT shadows — inline ray queries with BLAS/TLAS fix 2026-03-28 20:01:18 +01:00
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