bvle-voxels/shaders
Samuel Bouchet dac63e3be5 Phase 6.2: toping BLAS shadows + adaptive TMin + perf optimization
- Re-enable toping BLAS in TLAS (3 instances: blocky + smooth + topings)
  with PREFER_FAST_TRACE for optimized BVH traversal (23M tris)
- Separate shadow/AO ray origins: shadow uses worldPos directly (zero bias),
  AO keeps normal bias (0.15) for hemisphere self-avoidance
- Adaptive TMin solves self-hit vs gap dilemma:
  ground (N.y≈1) → TMin=0.002 for tight blade shadows,
  blade surfaces (N.y≈0) → TMin=0.10 to skip own geometry
- Shadow rays 4→3 with tight cone (0.012 rad), AO rays 8→4
  (7 total rays/pixel, temporal accumulation compensates)
- Remove screen-space contact shadows (doesn't work for thin geometry)
2026-03-30 13:58:57 +02:00
..
voxelAOApplyCS.hlsl Phase 7.1: stylized lighting — hemisphere ambient, colored shadows, rim light, tone mapping 2026-03-29 15:00:12 +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 7.1: stylized lighting — hemisphere ambient, colored shadows, rim light, tone mapping 2026-03-29 15:00:12 +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 4.2+7: grass blade rework + soft RT shadows + toping BLAS optimization 2026-03-29 19:46:25 +02:00
voxelShadowCS.hlsl Phase 6.2: toping BLAS shadows + adaptive TMin + perf optimization 2026-03-30 13:58:57 +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 7.1: stylized lighting — hemisphere ambient, colored shadows, rim light, tone mapping 2026-03-29 15:00:12 +02:00
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 4.2+7: grass blade rework + soft RT shadows + toping BLAS optimization 2026-03-29 19:46:25 +02:00
voxelTopingVS.hlsl Phase 4.2+7: grass blade rework + soft RT shadows + toping BLAS optimization 2026-03-29 19:46:25 +02:00
voxelVS.hlsl Phase 3: PS-based texture blending with winner-takes-all heightmap 2026-03-26 12:14:08 +01:00