8var<uniform> uniforms: Uniforms; 11var output: texture_storage_2d<rgba8unorm, write>; 14var acc_struct: acceleration_structure; 16@compute @workgroup_size(8, 8) 17fn main(@builtin(global_invocation_id) global_id: vec3<u32>) { 18 let target_size = textureDimensions(output); 20 let pixel_center = vec2<f32>(global_id.xy) + vec2<f32>(0.5); 21 let in_uv = pixel_center / vec2<f32>(target_size.xy); 22 let d = in_uv * 2.0 - 1.0; 24 let origin = (uniforms.view_inv * vec4<f32>(0.0, 0.0, 0.0, 1.0)).xyz; 25 let temp = uniforms.proj_inv * vec4<f32>(d.x, d.y, 1.0, 1.0); 26 let direction = (uniforms.view_inv * vec4<f32>(normalize(temp.xyz), 0.0)).xyz; 29 rayQueryInitialize(&rq, acc_struct, RayDesc(0u, 0xFFu, 0.1, 200.0, origin, direction)); 32 var color = vec4<f32>(0.0, 0.0, 0.0, 1.0); 33 let intersection = rayQueryGetCommittedIntersection(&rq); 34 if intersection.kind != RAY_QUERY_INTERSECTION_NONE { 35 color = vec4<f32>(intersection.barycentrics, 1.0 - intersection.barycentrics.x - intersection.barycentrics.y, 1.0); 38 textureStore(output, global_id.xy, color);