bvle-voxels/shaders
Samuel Bouchet 7f36bdae38 Phase 6.1: RT infrastructure — MRT normals + BLAS/TLAS build
- Normal render target (R16G16B16A16_SNORM) as MRT SV_TARGET1 in all 3 pixel
  shaders (voxelPS, voxelTopingPS, voxelSmoothPS) for future RT shadow/AO
- BLAS extraction compute shader (voxelBLASExtractCS.hlsl): converts PackedQuad
  StructuredBuffer to float3 position buffer for DXR BLAS input
- Blocky BLAS: single BLAS from all GPU-meshed quads (~1.5M triangles)
- Smooth BLAS: single BLAS from smooth vertex buffer directly
- TLAS: 2 instances (blocky + smooth), identity transforms, CreateBuffer2 with
  callback to avoid UpdateBuffer on RAY_TRACING flagged buffers
- Fix: Wicked always accesses index_buffer in CreateRaytracingAccelerationStructure
  via to_internal() even for non-indexed geometry — provide dummy valid buffer
2026-03-28 14:48:11 +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 5.2-5.3: CPU perf optimizations + GPU compute Surface Nets 2026-03-27 22:30:43 +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
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