SPECIFICATION INDEX
Hardware Raytracing & GPU Pipelines
Integrating Solis WGSL and HLSL spectral compute shaders into real-time raster and raymarch pipelines.
Solis provides pre-built shader kernels designed for modern low-overhead graphics APIs including WebGPU, Metal, and DirectX 12.
WebGPU Compute Shader Architecture
Spectral raymarching runs as an asynchronous compute pass preceding the primary tonemapper pass:
SPECTRA // SNIPPET
struct Ray {
origin: vec3<f32>,
direction: vec3<f32>,
wavelength: f32,
energy: f32,
};
@group(0) @binding(0) var<storage, read> bvh_nodes: array<BvhNode>;
@group(0) @binding(1) var<storage, read_write> spectral_buffer: array<vec4<f32>>;
@compute @workgroup_size(16, 16)
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
let pixel_coord = global_id.xy;
// Execute continuous dispersion ray bundle traversal
}