// All shader logic is inlined into this single file. // // HISTORY: the shader used to be split across several naga_oil modules // (ray_gen, geodesic, stars, disk, planets, grid, skybox) that each // `#define_import_path singularity::...` and were pulled into this file via // `#import singularity::...`. That compiled without error, but calling ANY // imported function at runtime produced no fragment output — the fullscreen // quad silently drew nothing and only the camera clear color (grey) showed. // (Local functions worked; only cross-module imports broke.) Rather than chase // the naga_oil composition bug, every function is inlined here. The standalone // module files still exist on disk but are no longer imported. #import bevy_sprite::mesh2d_vertex_output::VertexOutput struct BlackHoleUniforms { eye: vec4, forward: vec4, right: vec4, up: vec4, resolution: vec2, time: f32, _pad3: f32, rs: f32, disk_inner: f32, disk_outer: f32, disk_tilt: f32, disk_brightness: f32, disk_rotation_speed: f32, doppler_strength: f32, star_intensity: f32, skybox_intensity: f32, grid_density: f32, doppler_enabled: u32, grid_enabled: u32, planet_count: u32, steps: u32, spin: f32, star_aa: u32, bloom_threshold: f32, bloom_strength: f32, exposure: f32, _pad5: f32, disk_half_thickness: f32, filament_freq: f32, filament_sharpness: f32, density_freq: f32, density_strength: f32, arm_count: f32, arm_tightness: f32, arm_strength: f32, disk_quality: u32, }; @group(#{MATERIAL_BIND_GROUP}) @binding(0) var uniforms: BlackHoleUniforms; // ---------- planets storage (binding 3) ---------- struct SphereData { center: vec4, // xyz = center (world space), w = radius color: vec4, // xyz = color, w = emissive flag }; @group(#{MATERIAL_BIND_GROUP}) @binding(3) var planets: array; // ---------- optional cubemap skybox (bindings 1 & 2) ---------- @group(#{MATERIAL_BIND_GROUP}) @binding(1) var skybox: texture_cube; @group(#{MATERIAL_BIND_GROUP}) @binding(2) var skybox_sampler: sampler; // ====================== inlined helpers ====================== // Rotate a vector around the X axis by angle a. fn rot_x(v: vec3, a: f32) -> vec3 { let c = cos(a); let s = sin(a); return vec3(v.x, c * v.y - s * v.z, s * v.y + c * v.z); } // --- ray_gen --- // `fov` is packed into the `.w` of `up` (Rust lays out `up: Vec3` + `fov: f32` // as one vec4 block). fn ray_direction(uv: vec2) -> vec3 { let tan_half_fov = tan(uniforms.up.w * 0.5); let dir = normalize(uniforms.forward.xyz) + uniforms.right.xyz * (uv.x * tan_half_fov) + uniforms.up.xyz * (uv.y * tan_half_fov); return normalize(dir); } // --- stars --- fn hash13(p: vec3) -> f32 { var q = vec3(dot(p, vec3(127.1, 311.7, 74.7)), dot(p, vec3(269.5, 183.3, 246.1)), dot(p, vec3(113.5, 271.9, 124.6))); let h = fract(sin(q) * 43758.5453); return h.x; } fn star_color(dir: vec3, intensity: f32) -> vec3 { // The unit-sphere direction is hashed into a 3D cell grid. A pixel's ray // usually sits near a cell boundary, so evaluating only the home cell clips // any star whose center lies in a neighbor — that clip is what made stars // look square even with the Gaussian AA path: the hash changes at the cell // edge, so the falloff could never reach zero and the visible shape was // just the cell's bounding box. Scan the 3×3×3 neighborhood so each star's // radial falloff extends across the whole cell it lives in. let scale = 80.0; let p = dir * scale; let base = floor(p); let threshold = 0.985; // Brightest contributor wins: `best` = (brightness, r, g, b). var best = vec4(0.0); for (var dz: i32 = -1; dz <= 1; dz = dz + 1) { for (var dy: i32 = -1; dy <= 1; dy = dy + 1) { for (var dx: i32 = -1; dx <= 1; dx = dx + 1) { let cell = base + vec3(f32(dx), f32(dy), f32(dz)); let h = hash13(cell); if (h <= threshold) { continue; } let b = (h - threshold) / (1.0 - threshold); let center = cell + vec3(0.5); let dist = length(p - center); // Euclidean → round, never square let col = mix(vec3(0.6, 0.7, 1.0), vec3(1.0, 0.9, 0.7), b); // Both paths share the same brightness-driven radius and the // same gain, so toggling AA only softens the edge — it does not // change peak brightness or visible count. Before, the AA path // used a larger radius (up to 0.65 vs 0.5), a heavier gain // (4.0 vs 3.0), and a slow-decaying Gaussian whose long tail // lifted many dim stars above the visibility floor — that's // what made AA look like "bigger and more" stars. let radius = 0.25 + b * 0.4; let falloff = select( smoothstep(radius, 0.0, dist), // hard edge exp(-4.6 * dist * dist / (radius * radius)), // soft edge uniforms.star_aa != 0u); let bright = b * falloff; if (bright > best.x) { best = vec4(bright, col.r, col.g, col.b); } } } } return best.yzw * best.x * 3.0 * intensity; } // --- skybox --- fn skybox_color(dir: vec3) -> vec3 { return textureSample(skybox, skybox_sampler, dir).rgb; } // --- geodesic --- struct Deriv { dpos: vec3, ddir: vec3, } fn deriv(pos: vec3, dir: vec3) -> Deriv { let r = length(pos); let rs = uniforms.rs; // Kerr spin. χ ∈ [0,1]; a = χ·M, M = Rs/2 = 0.5 (Rs=1). let chi = uniforms.spin; let m = 0.5; let a = chi * m; // Schwarzschild radial bending (identical to Phase 1 at χ=0). let h = cross(pos, dir); let h2 = dot(h, h); let r5 = max(r * r * r * r * r, 1e-6); let radial = -1.5 * rs * h2 / r5 * pos; // Frame-dragging (Lense-Thirring leading term). Spin axis = +Y. let spin_axis = vec3(0.0, 1.0, 0.0); let r3 = max(r * r * r, 1e-6); let drag = 2.0 * m * a / r3 * cross(spin_axis, dir); let accel = radial + drag; return Deriv(dir, accel); } // --- disk --- fn disk_hit(prev: vec3, cur: vec3) -> bool { let y0 = prev.y; let y1 = cur.y; if (y0 * y1 > 0.0) { return false; } let t = y0 / (y0 - y1); let cross = mix(prev, cur, vec3(t)); let r = length(vec2(cross.x, cross.z)); return r >= uniforms.disk_inner && r <= uniforms.disk_outer; } // --- disk noise (domain-warped FBM) --- fn hash33(p: vec3) -> vec3 { let q = vec3( dot(p, vec3(127.1, 311.7, 74.7)), dot(p, vec3(269.5, 183.3, 246.1)), dot(p, vec3(113.5, 271.9, 124.6)), ); return fract(sin(q) * 43758.5453); } fn value_noise3(p: vec3) -> f32 { let i = floor(p); let f = fract(p); let u = f * f * (3.0 - 2.0 * f); let n000 = hash33(i + vec3(0.0, 0.0, 0.0)).x; let n100 = hash33(i + vec3(1.0, 0.0, 0.0)).x; let n010 = hash33(i + vec3(0.0, 1.0, 0.0)).x; let n110 = hash33(i + vec3(1.0, 1.0, 0.0)).x; let n001 = hash33(i + vec3(0.0, 0.0, 1.0)).x; let n101 = hash33(i + vec3(1.0, 0.0, 1.0)).x; let n011 = hash33(i + vec3(0.0, 1.0, 1.0)).x; let n111 = hash33(i + vec3(1.0, 1.0, 1.0)).x; let nx00 = mix(n000, n100, u.x); let nx10 = mix(n010, n110, u.x); let nx01 = mix(n001, n101, u.x); let nx11 = mix(n011, n111, u.x); let nxy0 = mix(nx00, nx10, u.y); let nxy1 = mix(nx01, nx11, u.y); return mix(nxy0, nxy1, u.z); } fn fbm3(p: vec3, octaves: u32) -> f32 { var sum = 0.0; var amp = 0.5; var freq = 1.0; for (var i: u32 = 0u; i < octaves; i = i + 1u) { sum = sum + amp * value_noise3(p * freq); freq = freq * 2.0; amp = amp * 0.5; } return sum; } // Ridged multifractal noise: 1 - |2n-1| turns value-noise gradients into // sharp ridges (peak where n=0.5, zero at n=0 and n=1). Raising to // `sharpness` thins the ridges into filaments. MAX_OCTAVES-with-break is // the conservative WebGPU form for a runtime-chosen octave count. fn ridged_fbm(p: vec3, octaves: u32, sharpness: f32) -> f32 { const MAX_OCTAVES = 6u; var sum = 0.0; var amp = 0.5; var freq = 1.0; for (var i: u32 = 0u; i < MAX_OCTAVES; i = i + 1u) { if (i >= octaves) { break; } let n = value_noise3(p * freq); let ridge = 1.0 - abs(2.0 * n - 1.0); sum = sum + amp * pow(ridge, sharpness); freq = freq * 2.0; amp = amp * 0.5; } return sum; } fn disk_noise(pos: vec3, t: f32) -> f32 { let warp = fbm3(pos * 0.8 + vec3(0.0, 0.0, t * 0.1), 3u); let n = fbm3(pos * 2.0 + warp * 1.5 + vec3(0.0, 0.0, t * 0.3), 4u); return n; } // Result of a disk color query: emitted radiance + opacity contribution. // Both the volumetric and flat paths return this struct so the main loop // can treat them uniformly. struct DiskSample { color: vec3, density: f32, } // Radial temperature gradient: white-hot inner → deep-orange outer. fn temperature_color(t: f32) -> vec3 { return mix(vec3(1.0, 0.95, 0.85), vec3(1.0, 0.45, 0.12), clamp(t, 0.0, 1.0)); } // Radial brightness falloff (∝ 1/r² from the inner edge). fn radial_falloff(r: f32, inner: f32) -> f32 { return 1.0 / pow(r / inner, 2.0); } // Cylindrical radius in the disk plane. fn r_of(pos: vec3) -> f32 { return length(vec2(pos.x, pos.z)); } // Relativistic Doppler beaming. `dir` is the ray direction (disk-local). fn apply_doppler(col: vec3, pos: vec3, dir: vec3) -> vec3 { let phi = atan2(pos.z, pos.x); let v_orbital = sqrt(uniforms.rs / (2.0 * r_of(pos))); let tangent = normalize(vec3(-sin(phi), 0.0, cos(phi))); let vdotn = dot(tangent * v_orbital, -dir); let gamma = 1.0 / sqrt(max(1.0 - v_orbital * v_orbital, 1e-4)); if (uniforms.doppler_enabled == 0u) { return col; } let delta = 1.0 / (gamma * (1.0 - vdotn)); let doppler = pow(delta, 3.0) * uniforms.doppler_strength; return col * doppler; } // Off-tier fallback: zero-thickness disk, single sample, fixed alpha. // Preserves the exact pre-volumetric appearance. Returns DiskSample so the // main loop dispatches both paths uniformly. fn disk_color_flat(pos: vec3, dir: vec3) -> DiskSample { let r = r_of(pos); let rot = uniforms.time * uniforms.disk_rotation_speed / pow(r, 1.5); // Domain-warped FBM for feathered/smoky gas texture. The Keplerian shear // (rot ∝ 1/r^1.5) is folded into the noise flow term so inner radii flow // faster than outer — correct differential rotation. let noise = disk_noise(vec3(pos.x * 0.3, pos.z * 0.3, rot), uniforms.time); let t = (r - uniforms.disk_inner) / (uniforms.disk_outer - uniforms.disk_inner); let tcol = temperature_color(t); let falloff = radial_falloff(r, uniforms.disk_inner); var col = tcol * (0.6 + 0.4 * noise) * falloff * uniforms.disk_brightness; col = apply_doppler(col, pos, dir); return DiskSample(vec3(col), 0.85); } // Volumetric disk color: ridged filaments drive brightness, a smoothstep- // gated FBM drives density clumping, and a logarithmic-spiral term (riding // the Keplerian shear `rot`) drives large-scale arm structure. The three // signals multiply — density says where matter is, filaments say how bright, // arms say how it's distributed. fn disk_color_volumetric(pos: vec3, dir: vec3) -> DiskSample { let r = r_of(pos); let rot = uniforms.time * uniforms.disk_rotation_speed / pow(r, 1.5); let flow = vec3(0.0, 0.0, rot); // Octave triplet from the quality tier. let q = uniforms.disk_quality; var filament_octaves = 5u; var density_octaves = 4u; var warp_octaves = 3u; if (q == 1u) { filament_octaves = 3u; density_octaves = 2u; warp_octaves = 2u; } else if (q == 2u) { filament_octaves = 4u; density_octaves = 3u; warp_octaves = 3u; } // q == 3u keeps the High defaults above; q == 0u is never passed here. // Domain warp: distorts sample coords so filaments curve and bend. let warp = fbm3(pos * 0.8 + flow * 0.1, warp_octaves); // Layer 1: ridged bright filaments. let filament = ridged_fbm(pos * uniforms.filament_freq + warp * 1.5 + flow * 0.3, filament_octaves, uniforms.filament_sharpness); // Layer 2: density clumping (smoothstep makes a definite gas/void boundary). let density_noise = fbm3(pos * uniforms.density_freq + warp, density_octaves); let base_density = smoothstep(0.3, 0.7, density_noise) * uniforms.density_strength; // Layer 3: logarithmic-spiral arm modulation, advected by Keplerian shear. let phi = atan2(pos.z, pos.x); let arm_phase = phi * uniforms.arm_count + log(r) * uniforms.arm_tightness - rot; let arm = 0.5 + 0.5 * cos(arm_phase); let arm_mod = mix(1.0, pow(arm, 2.0), uniforms.arm_strength); let total_density = base_density * arm_mod; let brightness = filament; let t = (r - uniforms.disk_inner) / (uniforms.disk_outer - uniforms.disk_inner); let tcol = temperature_color(t); let falloff = radial_falloff(r, uniforms.disk_inner); var col = tcol * brightness * falloff * uniforms.disk_brightness; col = apply_doppler(col, pos, dir); return DiskSample(vec3(col), total_density); } // --- planets --- // `prev`/`cur` are in DISK-LOCAL space; planet centers are world space, so we // rotate each center into disk-local space here. fn planet_hit(prev: vec3, cur: vec3, dir: vec3) -> vec4 { var nearest_t = 1e9; var nearest_col = vec3(0.0); var found = false; for (var i: u32 = 0u; i < uniforms.planet_count; i = i + 1u) { let s = planets[i]; let center = rot_x(s.center.xyz, -uniforms.disk_tilt); let radius = s.center.w; let seg = cur - prev; let oc = prev - center; let a = dot(seg, seg); let b = 2.0 * dot(oc, seg); let c = dot(oc, oc) - radius * radius; let disc = b * b - 4.0 * a * c; if (disc < 0.0) { continue; } let sq = sqrt(disc); var t = (-b - sq) / (2.0 * a); if (t < 0.0) { t = (-b + sq) / (2.0 * a); } if (t >= 0.0 && t <= 1.0 && t < nearest_t) { nearest_t = t; let hit_pos = prev + seg * t; let n = normalize(hit_pos - center); let light_dir = normalize(vec3(0.5, 0.8, 0.3)); let ndl = max(dot(n, light_dir), 0.0); var col = s.color.xyz * (0.2 + 0.8 * ndl); if (s.color.w > 0.5) { col = s.color.xyz; } nearest_col = col; found = true; } } if (found) { return vec4(nearest_col, 0.95); } return vec4(0.0, 0.0, 0.0, 0.0); } // --- grid (Flamm's paraboloid) --- fn flamm_depth(r: f32) -> f32 { if (r <= uniforms.rs) { return 0.0; } return -2.0 * sqrt(uniforms.rs * (r - uniforms.rs)); } fn grid_hit(prev: vec3, cur: vec3) -> vec3 { let r0 = length(vec2(prev.x, prev.z)); let r1 = length(vec2(cur.x, cur.z)); let z0_surf = flamm_depth(r0); let z1_surf = flamm_depth(r1); if ((prev.y - z0_surf) * (cur.y - z1_surf) > 0.0) { return vec3(0.0); } var hit = vec3(0.0); var found = false; for (var s: i32 = 0; s < 8; s = s + 1) { let f = f32(s + 1) / 8.0; let p = mix(prev, cur, vec3(f)); let r = length(vec2(p.x, p.z)); let surf = flamm_depth(r); if (abs(p.y - surf) < 0.3) { hit = p; found = true; break; } } if (!found) { return vec3(0.0); } let r = length(vec2(hit.x, hit.z)); let phi = atan2(hit.z, hit.x); let ring = smoothstep(0.06, 0.0, abs(fract(r * uniforms.grid_density * 0.5) - 0.5)); let spoke = smoothstep(0.04, 0.0, abs(fract(phi * 6.0 / 6.283185) - 0.5)); let grid = max(ring, spoke); let fade = smoothstep(-15.0, -1.0, hit.y); let col = vec3(0.15, 0.3, 0.6) * grid * fade; return col * 0.5; } // One Dormand-Prince RK45 step. Returns the 5th-order solution and the // error estimate (y5 - y4) as a vec3 (position error; direction error is // folded in via normalize so we only need position error for step control). struct RkStep { pos: vec3, dir: vec3, err: f32, }; fn rk45_step(pos: vec3, dir: vec3, dt: f32) -> RkStep { // Butcher tableau (Dormand-Prince), 6 stages. Each deriv() returns Deriv{dpos, ddir}. let k1 = deriv(pos, dir); let p2 = pos + k1.dpos * dt * 0.2; let d2 = normalize(dir + k1.ddir * dt * 0.2); let k2 = deriv(p2, d2); let p3 = pos + (k1.dpos * 0.075 + k2.dpos * 0.225) * dt; let d3 = normalize(dir + (k1.ddir * 0.075 + k2.ddir * 0.225) * dt); let k3 = deriv(p3, d3); let p4 = pos + (k1.dpos * 0.3 + k2.dpos * -0.9 + k3.dpos * 1.2) * dt; let d4 = normalize(dir + (k1.ddir * 0.3 + k2.ddir * -0.9 + k3.ddir * 1.2) * dt); let k4 = deriv(p4, d4); let p5 = pos + (k1.dpos * -11.0/54.0 + k2.dpos * 2.5 + k3.dpos * -70.0/27.0 + k4.dpos * 35.0/27.0) * dt; let d5 = normalize(dir + (k1.ddir * -11.0/54.0 + k2.ddir * 2.5 + k3.ddir * -70.0/27.0 + k4.ddir * 35.0/27.0) * dt); let k5 = deriv(p5, d5); let p6 = pos + (k1.dpos * 1631.0/55296.0 + k2.dpos * 175.0/512.0 + k3.dpos * 575.0/13824.0 + k4.dpos * 44275.0/110592.0 + k5.dpos * 253.0/4096.0) * dt; let d6 = normalize(dir + (k1.ddir * 1631.0/55296.0 + k2.ddir * 175.0/512.0 + k3.ddir * 575.0/13824.0 + k4.ddir * 44275.0/110592.0 + k5.ddir * 253.0/4096.0) * dt); let k6 = deriv(p6, d6); // 5th-order solution (used to advance). let new_pos = pos + (k1.dpos * 37.0/378.0 + k3.dpos * 250.0/621.0 + k4.dpos * 125.0/594.0 + k5.dpos * 512.0/1771.0 + k6.dpos * 0.0) * dt; let new_dir = normalize(dir + (k1.ddir * 37.0/378.0 + k3.ddir * 250.0/621.0 + k4.ddir * 125.0/594.0 + k5.ddir * 512.0/1771.0 + k6.ddir * 0.0) * dt); // 4th-order solution (for error estimate). let pos4 = pos + (k1.dpos * 2825.0/27648.0 + k3.dpos * 18575.0/48384.0 + k4.dpos * 13525.0/55296.0 + k5.dpos * 277.0/14336.0 + k6.dpos * 0.25) * dt; let err = length(new_pos - pos4); return RkStep(new_pos, new_dir, err); } // ====================== main ====================== @fragment fn fragment(in: VertexOutput) -> @location(0) vec4 { let aspect = uniforms.resolution.x / uniforms.resolution.y; var uv = (in.uv * 2.0 - 1.0); uv.x *= aspect; let dir = ray_direction(uv); // Work in disk-local space: rotate eye + dir by -disk_tilt around X so the // disk lies on y=0. (disk_hit/disk_color assume disk-local coords.) // Total path length to integrate: enough to go from the camera, past the // hole, and far enough beyond to count as escaped. let eye_dist = length(uniforms.eye.xyz); let escape_r = max(eye_dist * 2.0, 100.0); let total_path = eye_dist + escape_r; // Adaptive RK45 constants. let steps_max = uniforms.steps; let dt_init = total_path / f32(steps_max); let dt_min = dt_init * 0.25; let dt_max = dt_init * 4.0; let tol = 1e-3; let r_plus = 0.5 + sqrt(max(0.25 - (uniforms.spin * 0.5) * (uniforms.spin * 0.5), 0.0)); var pos = rot_x(uniforms.eye.xyz, -uniforms.disk_tilt); var d = normalize(rot_x(dir, -uniforms.disk_tilt)); var dt = dt_init; var prev = pos; var budget = steps_max; var accum_color = vec3(0.0); var accum_alpha = 0.0; loop { if (budget == 0u) { break; } let step = rk45_step(pos, d, dt); let err = step.err; if (err > tol * 10.0 && dt > dt_min) { // Reject: shrink dt, retry (does not consume budget). // The `dt > dt_min` guard makes dt_min a forced-accept floor: once // dt is already at its minimum, accept the step regardless of error // rather than spinning forever on `continue`. This prevents a GPU // hang when a ray hits a region whose error is intrinsically above // tolerance even at the smallest step (extreme spin, near-horizon). dt = dt_min; continue; } // Accept: consume one budget unit, refine dt. budget = budget - 1u; if (err > tol * 10.0) { // Forced accept at dt_min (err still high): don't grow dt back up. } else { dt = clamp(dt * pow(tol / max(err, 1e-12), 0.2), dt_min, dt_max); } let new_pos = step.pos; let new_dir = step.dir; let r = length(new_pos); if (r < r_plus) { break; } if (r > escape_r) { let world_dir = normalize(rot_x(new_dir, uniforms.disk_tilt)); var bg = vec3(0.0); bg += star_color(world_dir, uniforms.star_intensity); if (uniforms.skybox_intensity > 0.0) { bg += skybox_color(world_dir) * uniforms.skybox_intensity; } accum_color += (1.0 - accum_alpha) * bg; accum_alpha = 1.0; break; } // --- volumetric disk --- if (uniforms.disk_quality == 0u) { // Off tier: zero-thickness single midplane sample, fixed alpha. if (disk_hit(prev, new_pos)) { let ty = prev.y / (prev.y - new_pos.y); let hit = mix(prev, new_pos, vec3(ty)); let s = disk_color_flat(hit, new_dir); accum_color += (1.0 - accum_alpha) * s.color * s.density; accum_alpha += (1.0 - accum_alpha) * s.density; if (accum_alpha > 0.99) { break; } } } else { // Volumetric tier. // (A) In-slab per-step sampling: if this step ends inside the // thickness slab, accumulate emission × arc length. Reuses the // RK45 adaptive step — dense where light bends, sparse where straight. let slab_r = r_of(new_pos); if (abs(new_pos.y) < uniforms.disk_half_thickness && slab_r >= uniforms.disk_inner && slab_r <= uniforms.disk_outer) { let s = disk_color_volumetric(new_pos, new_dir); let step_len = length(new_pos - prev); accum_color += (1.0 - accum_alpha) * s.color * s.density * step_len; accum_alpha += (1.0 - accum_alpha) * s.density * step_len; } // (B) Midplane edge-capture: if a step straddles y=0, add one // precise at-plane sample weighted by the slab depth along the ray. if (disk_hit(prev, new_pos)) { let ty = prev.y / (prev.y - new_pos.y); let hit = mix(prev, new_pos, vec3(ty)); let s = disk_color_volumetric(hit, new_dir); let thickness_proj = uniforms.disk_half_thickness / max(abs(new_dir.y), 1e-3); accum_color += (1.0 - accum_alpha) * s.color * s.density * thickness_proj; accum_alpha += (1.0 - accum_alpha) * s.density * thickness_proj; } if (accum_alpha > 0.99) { break; } } let ph = planet_hit(prev, new_pos, new_dir); if (ph.w > 0.0) { accum_color += (1.0 - accum_alpha) * ph.xyz * ph.w; accum_alpha += (1.0 - accum_alpha) * ph.w; if (accum_alpha > 0.99) { break; } } if (uniforms.grid_enabled != 0u) { let g = grid_hit(prev, new_pos); if (g.x + g.y + g.z > 0.0) { accum_color += g; } } prev = new_pos; pos = new_pos; d = new_dir; } return vec4(accum_color, 1.0); }