bvle-voxels/shaders
Samuel Bouchet 9de53e5293 Phase 6.3: RT ambient occlusion with bilateral blur
- 8 cosine-weighted hemisphere rays per pixel (inline ray queries, SM 6.5)
- Distance-weighted AO: quadratic falloff (1-hitT/aoRadius)² instead of binary hit/miss
- World-space hash seed: voxel coord + tangent-plane frac position (stable, no flicker)
- Bilateral blur pipeline: 2-pass separable (H+V), radius 6, depth+normal edge-stopping
- 4-pass dispatch: shadow+rawAO → blur H → blur V → apply
- AO written to separate R8_UNORM texture, blurred, then applied to color buffer
- Debug mode (F5 x3): grayscale AO visualization
2026-03-29 09:31:19 +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 6.2: 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 6.3: RT ambient occlusion with bilateral blur 2026-03-29 09:31:19 +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