6var<uniform> uniforms: Uniforms; 9var output: texture_storage_2d<rgba8unorm, write>; 12var acc_struct: acceleration_structure; 14@compute @workgroup_size(8, 8) 15fn main(@builtin(global_invocation_id) global_id: vec3<u32>) { 16 let target_size = textureDimensions(output); 18 let pixel_center = vec2<f32>(global_id.xy) + vec2<f32>(0.5); 19 let in_uv = pixel_center / vec2<f32>(target_size.xy); 20 let d = in_uv * 2.0 - 1.0; 22 let origin = (uniforms.view_inv * vec4<f32>(0.0, 0.0, 0.0, 1.0)).xyz; 23 let temp = uniforms.proj_inv * vec4<f32>(d.x, d.y, 1.0, 1.0); 24 let direction = (uniforms.view_inv * vec4<f32>(normalize(temp.xyz), 0.0)).xyz; 27 rayQueryInitialize(&rq, acc_struct, RayDesc(0u, 0xFFu, 0.1, 200.0, origin, direction)); 30 var color = vec4<f32>(0.0, 0.0, 0.0, 1.0); 31 let intersection = rayQueryGetCommittedIntersection(&rq); 32 if intersection.kind != RAY_QUERY_INTERSECTION_NONE { 33 color = vec4<f32>(intersection.barycentrics, 1.0 - intersection.barycentrics.x - intersection.barycentrics.y, 1.0); 36 textureStore(output, global_id.xy, color);