concinnity-device 0.18.69

GPU backends (Metal, Vulkan, DirectX) behind a device facade for Concinnity
Documentation
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// Default D3D12 fragment (pixel) shader for Concinnity scenes.
//
// Textured geometry with Cook-Torrance GGX PBR, tangent-space normal mapping,
// 4-cascade soft PCF shadows, IBL ambient (when bound), and a skybox pass.
//
// Root signature layout (must match directx/pipeline.rs):
//   b0 PushConstants    : model mat4 + material (28 DWORDs)
//   b1 ViewBlock        : vp mat4, view_mat, elapsed, cam xyz, prefilter_mip_count
//   b2 LightBlock       : up to 4 directional + 8 point lights
//   b3 ShadowBlock      : light_vps[4] + cascade_splits
//   t0 shadow_map       : depth array SRV (Texture2DArray, comparison sampler s0)
//   t1 albedo_tex       : RGBA albedo
//   t2 normal_tex       : tangent-space normal map
//   t5 irradiance_cube  : IBL irradiance TextureCube
//   t6 prefilter_cube   : IBL prefiltered radiance TextureCube (with mips)
//   s0 shadow sampler   (comparison, LessEqual)
//   s1 linear repeat sampler
//   s2 cube_sampler     (linear, clamp-to-edge)

#pragma pack_matrix(column_major)

#define NUM_SHADOW_CASCADES 4

cbuffer PushConstants : register(b0)
{
    float4x4 model;
    float roughness;
    float metallic;
    float _mpad0;
    float _mpad1;
    float3 tint;
    float _mpad2;
    float3 emissive;
    float _mpad3;
}

cbuffer ViewBlock : register(b1)
{
    float4x4 vp;
    float4x4 view_mat;
    float elapsed;
    float _pad0;
    float cam_x;
    float cam_y;
    float cam_z;
    // Number of mip levels in the bound IBL prefilter cubemap. 0 = IBL off.
    float prefilter_mip_count;
    // 1.0 while the unlit view mode is active: the surface returns its base
    // color before lighting.
    float shade_mode;
    float _ep1;
}

cbuffer ShadowBlock : register(b3)
{
    float4x4 light_vps[NUM_SHADOW_CASCADES];
    float4   cascade_splits;
}

struct DirLight   { float4 dir_i;  float4 col;   };
struct PointLight { float4 pos_r;  float4 col_i; };

// One local light in the per-scene storage buffer (register t3). Matches the
// Rust GpuLight in render_types.rs (64 bytes).
// GpuLight.kind discriminants (LIGHT_KIND_* in render_types.rs).
static const uint LIGHT_KIND_SPOT = 1u;

struct GpuLight
{
    float3 position;
    float  range;
    float3 color;
    float  intensity;
    float3 direction;
    uint   kind;
    float  cos_inner;
    float  cos_outer;
    int    shadow_index;
    // Index into the AreaLightData table for an area light, else -1.
    int    data_index;
};

cbuffer LightBlock : register(b2)
{
    DirLight   dir[4];
    PointLight pt[8];
    int num_dir;
    int num_pt;
    // Indirect-ambient multiplier (PostProcessConfig.ambient_intensity); 1.0 is
    // a no-op. First trailing pad word, so the cbuffer still matches the Rust
    // LightUniforms layout.
    float ambient_intensity;
    // Valid entry count in the local_lights buffer (Rust num_local_lights,
    // offset 396); the forward loop reads it against the storage buffer below.
    int num_local_lights;
}

Texture2DArray<float>  shadow_map      : register(t0);
SamplerComparisonState shadow_sampler  : register(s0);
Texture2D              albedo_tex      : register(t1);
SamplerState           linear_sampler  : register(s1);
Texture2D              normal_tex      : register(t2);
// Per-scene local lights (point + spot + area) for the forward pass. Register
// t7: the instanced + skinned passes that share this shader bind t3 to their
// VS matrix / joint buffers, and t0..t6 are otherwise taken (shadow, albedo,
// normal, SSAO, IBL cubes).
StructuredBuffer<GpuLight> local_lights : register(t7);

// Per-cluster light-list stride: MAX_LIGHTS_PER_CLUSTER + 1 (slot 0 is the
// count). Matches CLUSTER_LIGHT_LIST_STRIDE in render_types.rs.
static const uint CLUSTER_LIGHT_LIST_STRIDE = 64u;

// Clustered lighting params (matches ClusterParams in render_types.rs). Only
// the grid dims / depth range / screen size map a fragment to its cluster; the
// matrix and camera fields are the compute kernel's and go unread here.
cbuffer ClusterBlock : register(b4)
{
    float4x4 cl_inv_view_proj;
    float3   cl_cam_pos;
    float    cl_z_near;
    float3   cl_view_forward;
    float    cl_z_far;
    uint     cl_grid_x;
    uint     cl_grid_y;
    uint     cl_grid_z;
    uint     cl_num_lights;
    float    cl_screen_w;
    float    cl_screen_h;
    uint     cl_use_clusters;
    uint     cl_pad;
}

// Per-cluster light-index lists the LightCull compute pass writes.
StructuredBuffer<uint> cluster_light_list : register(t8);

// One shadowed spot's slice of the spot shadow array (matches SpotShadowData in
// render_types.rs); indexed by GpuLight.shadow_index, which doubles as the array
// slice. t9/t10: t0..t8 are taken above and t3 belongs to the instanced/skinned
// VS matrix buffer on the shared root signature.
struct SpotShadowData
{
    float4x4 light_vp;
    float    depth_bias;
    float    normal_bias;
    float2   _pad;
};

StructuredBuffer<SpotShadowData> spot_shadows    : register(t9);
Texture2DArray<float>            spot_shadow_map : register(t10);

// GpuLight.kind discriminant for a rectangular area light.
static const uint LIGHT_KIND_AREA = 2u;

// One rectangular area light's extent, indexed by GpuLight.data_index. Matches
// the Rust AreaLightData in render_types.rs; the centre and emitting direction
// ride the GpuLight itself. The edges are pre-scaled by the half-extents, so
// the corners are centre +/- right +/- up.
struct AreaLightData
{
    float3 right;
    uint   two_sided;
    float3 up;
    float  _pad;
};

// Edge of the LTC lookup tables, and the scale / bias that map [0, 1] onto
// texel centres. Must match LTC_LUT_SIZE in `core::render`'s ltc module.
static const float LTC_LUT_SIZE  = 64.0;
static const float LTC_LUT_SCALE = (LTC_LUT_SIZE - 1.0) / LTC_LUT_SIZE;
static const float LTC_LUT_BIAS  = 0.5 / LTC_LUT_SIZE;

StructuredBuffer<AreaLightData> area_lights   : register(t11);
Texture2D                       ltc_matrix    : register(t12);
Texture2D                       ltc_magnitude : register(t13);

// Blurred SSAO occlusion (1x1 white when SSAO is disabled).
Texture2D              ssao_tex        : register(t4);
TextureCube            irradiance_cube : register(t5);
TextureCube            prefilter_cube  : register(t6);
SamplerState           cube_sampler    : register(s2);

struct PsIn
{
    float4 sv_pos     : SV_POSITION;
    float3 world_pos  : TEXCOORD0;
    float3 normal     : TEXCOORD1;
    float3 tangent    : TEXCOORD2;
    float3 bitangent  : TEXCOORD3;
    float2 uv         : TEXCOORD4;
    float  view_depth : TEXCOORD5;
    float3 color      : TEXCOORD6;
};

static const float PI = 3.14159265359;

// Sky gradient matching the procedural sky texture generator.
static const float3 SKY_ZENITH  = float3(0.110, 0.322, 0.726);
static const float3 SKY_HORIZON = float3(0.765, 0.863, 0.941);

float distribution_ggx(float3 N, float3 H, float rough)
{
    float a  = rough * rough;
    float a2 = a * a;
    float NdH  = max(dot(N, H), 0.0);
    float NdH2 = NdH * NdH;
    float denom = NdH2 * (a2 - 1.0) + 1.0;
    return a2 / (PI * denom * denom + 0.0001);
}

float geometry_schlick_ggx(float NdV, float rough)
{
    float r = rough + 1.0;
    float k = (r * r) / 8.0;
    return NdV / (NdV * (1.0 - k) + k);
}

float geometry_smith(float3 N, float3 V, float3 L, float rough)
{
    float NdV = max(dot(N, V), 0.0);
    float NdL = max(dot(N, L), 0.0);
    return geometry_schlick_ggx(NdV, rough) * geometry_schlick_ggx(NdL, rough);
}

float3 fresnel_schlick(float cosTheta, float3 F0)
{
    return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
}

// Karis 2014 analytic fit of the GGX directional-albedo BRDF LUT. Returns the
// (scale, bias) pair such that single-scatter spec albedo for a given F0 is
// approximately F0 * scale + bias. Used for direct-light energy compensation
// here and, later, for IBL specular when env maps land.
float2 env_brdf_approx(float NdV, float rough)
{
    const float4 c0 = float4(-1.0, -0.0275, -0.572, 0.022);
    const float4 c1 = float4( 1.0,  0.0425,  1.040, -0.040);
    float4 r = rough * c0 + c1;
    float a004 = min(r.x * r.x, exp2(-9.28 * NdV)) * r.x + r.y;
    return float2(-1.04, 1.04) * a004 + r.zw;
}

// Decode a tangent-space normal map texel. Only X and Y are read; Z is
// reconstructed from them, so a two-channel source (BC5) decodes the same as
// an RGBA8 one and normal maps can ship as BC5 blocks.
float3 decode_normal_map(float2 encoded)
{
    float2 nxy = encoded * 2.0 - 1.0;
    return float3(nxy, sqrt(saturate(1.0 - dot(nxy, nxy))));
}

// Clip a quad against the horizon plane z = 0, keeping the part above it.
// Sutherland-Hodgman rather than the usual hardcoded 16-case table: a quad cut
// by one plane yields at most 5 vertices, and the loop form cannot be got wrong
// case by case. Mirrors clip_quad_to_horizon in `core::render`'s
// ltc::polygon, which is unit-tested against brute-force integration.
int clip_quad_to_horizon(float3 quad[4], out float3 clipped[5])
{
    int n = 0;
    [unroll] for (int i = 0; i < 4; i++)
    {
        float3 current  = quad[i];
        float3 previous = quad[(i + 3) % 4];
        bool current_in  = current.z > 0.0;
        bool previous_in = previous.z > 0.0;
        if (current_in != previous_in)
        {
            float t = previous.z / (previous.z - current.z);
            clipped[n++] = float3(previous.xy + t * (current.xy - previous.xy), 0.0);
        }
        if (current_in)
        {
            clipped[n++] = current;
        }
    }
    return n;
}

// Twice the contribution of one edge of the spherical polygon. The cross
// product's z carries the sign, so a reversed winding flips the whole sum, which
// is what tells a front-facing polygon from a back-facing one.
float integrate_edge(float3 v1, float3 v2)
{
    float cos_theta = clamp(dot(v1, v2), -1.0, 1.0);
    float theta     = acos(cos_theta);
    float sin_theta = sqrt(max(1.0 - cos_theta * cos_theta, 0.0));
    float ratio     = (sin_theta > 1e-4) ? (theta / sin_theta) : 1.0;
    return cross(v1, v2).z * ratio;
}

// Fraction of the clamped-cosine distribution the quad covers, in [0, 1].
// `m_inv` is the LTC inverse transform, or the identity for the diffuse term.
float ltc_evaluate(float3 N, float3 V, float3 P, float3x3 m_inv,
                   float3 corners[4], bool two_sided)
{
    // Shading frame with the normal on +z and the first tangent in the view
    // plane, matching how the table was fitted.
    float3 t1 = normalize(V - N * dot(V, N));
    float3 t2 = cross(N, t1);

    float3 quad[4];
    [unroll] for (int i = 0; i < 4; i++)
    {
        float3 d = corners[i] - P;
        quad[i] = mul(m_inv, float3(dot(t1, d), dot(t2, d), dot(N, d)));
    }

    float3 clipped[5];
    int n = clip_quad_to_horizon(quad, clipped);
    if (n < 3)
    {
        return 0.0;
    }
    for (int k = 0; k < n; k++)
    {
        clipped[k] = normalize(clipped[k]);
    }

    float sum = 0.0;
    for (int e = 0; e < n; e++)
    {
        sum += integrate_edge(clipped[e], clipped[(e + 1) % n]);
    }

    // The edge sum is twice the irradiance; dividing by pi normalises the
    // clamped cosine, so the covered fraction is sum / (2 * pi).
    float form_factor = sum / (2.0 * PI);
    return two_sided ? abs(form_factor) : max(-form_factor, 0.0);
}

float hash_rotation(float2 p)
{
    float h = frac(sin(dot(p, float2(12.9898, 78.233))) * 43758.5453);
    return h * 6.2831853;
}

// 3x3 hash-rotated PCF of one spot shadow slice. Returns [0, 1] (1.0 fully
// lit), and 1.0 outside the cone's light frustum so an unshadowed region is
// never darkened. A smaller kernel than the cascade PCF: a spot slice covers
// far less world area per texel. Mirrors `sample_spot_shadow` in main.metal.
float sample_spot_shadow(int shadow_index, float3 world_pos, float3 normal,
                         float2 screen_xy)
{
    SpotShadowData sd = spot_shadows[shadow_index];
    // Offsetting along the normal before projecting pushes the sample off
    // surfaces near-parallel to the light, where depth slope causes acne.
    float3 biased = world_pos + normal * sd.normal_bias;
    float4 light_clip = mul(sd.light_vp, float4(biased, 1.0));
    if (light_clip.w <= 0.0)
        return 1.0;
    float3 ndc = light_clip.xyz / light_clip.w;
    float2 uv = float2(ndc.x * 0.5 + 0.5, -ndc.y * 0.5 + 0.5);
    if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0 ||
        ndc.z < 0.0 || ndc.z > 1.0)
        return 1.0;

    float ref = ndc.z - sd.depth_bias;
    float angle = hash_rotation(screen_xy);
    float ca = cos(angle);
    float sa = sin(angle);

    uint w, h, elems, mips;
    spot_shadow_map.GetDimensions(0, w, h, elems, mips);
    float2 tex_size = 1.0 / float2((float)w, (float)h);

    float sum = 0.0;
    [unroll] for (int dy = -1; dy <= 1; dy++)
    [unroll] for (int dx = -1; dx <= 1; dx++)
    {
        float2 off = float2(dx, dy);
        float2 rot = float2(off.x * ca - off.y * sa, off.x * sa + off.y * ca);
        sum += spot_shadow_map.SampleCmpLevelZero(
            shadow_sampler, float3(uv + rot * tex_size, (float)shadow_index), ref);
    }
    return sum / 9.0;
}

// 5x5 hash-rotated PCF of a single cascade. Returns the shadow factor in
// [0, 1] (1.0 fully lit), or 1.0 when the fragment lies outside this cascade's
// light frustum. Mirrors `sample_cascade_pcf` in main.metal.
float sample_cascade_pcf(uint cascade, float3 world_pos, float2 screen_xy)
{
    float4 lc = mul(light_vps[cascade], float4(world_pos, 1.0));
    float3 ndc = lc.xyz / lc.w;
    float2 uv = float2(ndc.x * 0.5 + 0.5, -ndc.y * 0.5 + 0.5);
    float depth = ndc.z;
    if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0 ||
        depth < 0.0 || depth > 1.0)
        return 1.0;

    // Depth bias as a world-space offset along the light: in NDC that is the
    // world offset over the cascade depth range, i.e. world_bias * length(VP
    // row2 xyz) (the ortho z scale). csm.rs extends each cascade's near plane to
    // capture tall casters, decoupling the depth range from the XY radius, so
    // deriving the base from row2 keeps a given world offset constant per
    // cascade. The (1 + cascade * 2) factor then grows that offset with cascade
    // index: a distant cascade covers more world per shadow texel, so a flat
    // bias under-biases the far cascades and leaves self-shadow acne that steps
    // at each cascade boundary (a faint line that sweeps with the camera). The
    // raymarch/fog shadow taps scale bias the same way; Metal applies the
    // per-cascade term in the shadow-pass rasterizer (metal/draw/shadow.rs).
    float3 vp_row2 = light_vps[cascade][2].xyz;
    float bias = 0.03 * (1.0 + (float)cascade * 2.0) * length(vp_row2);
    float ref  = depth - bias;

    float angle = hash_rotation(screen_xy);
    float ca = cos(angle);
    float sa = sin(angle);

    uint w, h, elems, mips;
    shadow_map.GetDimensions(0, w, h, elems, mips);
    float2 tex_size = 1.0 / float2((float)w, (float)h);

    float sum = 0.0;
    [unroll] for (int dy = -2; dy <= 2; dy++)
    [unroll] for (int dx = -2; dx <= 2; dx++)
    {
        float2 off = float2(dx, dy);
        float2 rot = float2(off.x * ca - off.y * sa, off.x * sa + off.y * ca);
        float2 sample_uv = uv + rot * tex_size;
        sum += shadow_map.SampleCmpLevelZero(
            shadow_sampler, float3(sample_uv, (float)cascade), ref);
    }
    return sum / 25.0;
}

// Cascade-aware soft PCF with cross-cascade blending. Picks the smallest
// cascade whose view-space far depth exceeds this fragment's view depth, then
// blends into the next cascade across a band at the far edge of that cascade's
// depth range. Each cascade places the shadow edge slightly differently (its
// own texel grid + resolution), and the split boundary sits a fixed distance
// ahead of the camera, so under a hard switch that boundary sweeps across the
// world as the camera moves and the shadow edge appears to glide. Blending the
// factor over the band turns the jump into a smooth, world-anchored transition.
// Mirrors `shadow_factor_cascaded` in main.metal.
float shadow_factor_cascaded(float3 world_pos, float view_depth, float2 screen_xy)
{
    uint cascade = NUM_SHADOW_CASCADES;
    if      (view_depth < cascade_splits[0]) cascade = 0;
    else if (view_depth < cascade_splits[1]) cascade = 1;
    else if (view_depth < cascade_splits[2]) cascade = 2;
    else if (view_depth < cascade_splits[3]) cascade = 3;
    if (cascade >= NUM_SHADOW_CASCADES) return 1.0;

    float shade = sample_cascade_pcf(cascade, world_pos, screen_xy);

    if (cascade + 1 < NUM_SHADOW_CASCADES)
    {
        uint  prev       = (cascade == 0) ? 0 : cascade - 1;
        float split_far  = cascade_splits[cascade];
        float split_near = (cascade == 0) ? 0.0 : cascade_splits[prev];
        float band = (split_far - split_near) * 0.15;
        float t = (view_depth - (split_far - band)) / max(band, 1e-4);
        if (t > 0.0)
        {
            float next = sample_cascade_pcf(cascade + 1, world_pos, screen_xy);
            shade = lerp(shade, next, saturate(t));
        }
    }
    return shade;
}

float4 main(PsIn p) : SV_TARGET
{
    float3 cam_pos = float3(cam_x, cam_y, cam_z);
    bool ibl_enabled = prefilter_mip_count > 0.5;

    // Skybox pass: blue channel sentinel > 1.5.
    if (p.color.b > 1.5) {
        float3 view_dir = normalize(p.world_pos - cam_pos);
        if (ibl_enabled) {
            return float4(prefilter_cube.SampleLevel(cube_sampler, view_dir, 0.0).rgb, 1.0);
        }
        float t = max(0.0, view_dir.y);
        return float4(lerp(SKY_HORIZON, SKY_ZENITH, t), 1.0);
    }

    float4 albedo_samp = albedo_tex.Sample(linear_sampler, p.uv);
    float3 albedo = albedo_samp.rgb * p.color * tint;

    // Unlit view mode: the surface's base color, no lighting.
    if (shade_mode > 0.5) {
        return float4(albedo, 1.0);
    }

    float3 norm_samp = decode_normal_map(normal_tex.Sample(linear_sampler, p.uv).rg);
    float3x3 TBN = float3x3(
        normalize(p.tangent),
        normalize(p.bitangent),
        normalize(p.normal)
    );
    float3 N = normalize(mul(norm_samp, TBN));

    float3 V   = normalize(cam_pos - p.world_pos);
    float  NdV = max(dot(N, V), 0.0);
    float3 F0  = lerp(float3(0.04, 0.04, 0.04), albedo, metallic);

    float shadow = shadow_factor_cascaded(p.world_pos, p.view_depth, p.sv_pos.xy);

    // Energy-conserving multi-scatter compensation (Fdez-Aguera / Filament).
    // Karis BRDF approximation gives the single-scatter directional albedo Eo;
    // 1 + F0 * (1/Eo - 1) restores the energy that GGX masking-shadowing drops.
    // View-only; reused across every direct light.
    float2 ab        = env_brdf_approx(NdV, roughness);
    float  ess       = ab.x + ab.y;
    float3 energy_ms = 1.0 + F0 * (1.0 / max(ess, 0.001) - 1.0);

    float3 Lo = float3(0.0, 0.0, 0.0);

    for (int i = 0; i < num_dir; i++)
    {
        float3 L        = normalize(dir[i].dir_i.xyz);
        float  intens   = dir[i].dir_i.w;
        float3 radiance = dir[i].col.xyz * intens;
        float3 H   = normalize(V + L);
        float  NdL = max(dot(N, L), 0.0);
        float  D   = distribution_ggx(N, H, roughness);
        float  G   = geometry_smith(N, V, L, roughness);
        float3 F   = fresnel_schlick(max(dot(H, V), 0.0), F0);
        float3 kd  = (1.0 - F) * (1.0 - metallic);
        float3 spec = (D * G * F) / max(4.0 * NdV * NdL, 0.001) * energy_ms;
        float3 diff = kd * albedo / PI;
        float  s    = (i == 0) ? shadow : 1.0;
        Lo += (diff + spec) * radiance * NdL * s;
    }

    // Clustered light iteration: when clustering is active (the main camera),
    // map this fragment to its froxel cluster and shade only that cluster's
    // binned lights. Planar / probe re-renders bind use_clusters = 0 (their
    // viewpoint differs from the grid the main camera binned) and fall back to
    // iterating every local light.
    uint cluster_base = 0u;
    int  local_count;
    if (cl_use_clusters != 0u)
    {
        uint cx = min(uint(p.sv_pos.x / cl_screen_w * float(cl_grid_x)), cl_grid_x - 1u);
        uint cy = min(uint(p.sv_pos.y / cl_screen_h * float(cl_grid_y)), cl_grid_y - 1u);
        float zd = max(p.view_depth, cl_z_near);
        uint cz = min(uint(log(zd / cl_z_near) / log(cl_z_far / cl_z_near) * float(cl_grid_z)),
                      cl_grid_z - 1u);
        uint cid = cx + cy * cl_grid_x + cz * cl_grid_x * cl_grid_y;
        cluster_base = cid * CLUSTER_LIGHT_LIST_STRIDE;
        local_count = int(cluster_light_list[cluster_base]);
    }
    else
    {
        local_count = num_local_lights;
    }

    for (int jj = 0; jj < local_count; jj++)
    {
        int j = (cl_use_clusters != 0u)
              ? int(cluster_light_list[cluster_base + 1u + uint(jj)])
              : jj;
        float3 pos_w  = local_lights[j].position;
        float  range  = local_lights[j].range;
        float3 col    = local_lights[j].color;
        float  intens = local_lights[j].intensity;

        // Area lights integrate the whole panel rather than a single direction,
        // so they replace the point / spot BRDF evaluation entirely.
        if (local_lights[j].kind == LIGHT_KIND_AREA)
        {
            int ai = local_lights[j].data_index;
            if (ai < 0)
            {
                continue;
            }
            float3 centre = pos_w;
            float3 right  = area_lights[ai].right;
            float3 up     = area_lights[ai].up;
            bool two_sided = area_lights[ai].two_sided != 0u;

            // Range is a cutoff measured from the panel centre, matching the
            // sphere the clustered cull bins this light with. The physical
            // falloff is already in the form factor: the panel subtends a
            // smaller solid angle further away.
            float centre_dist = length(centre - p.world_pos);
            float window = saturate(1.0 - centre_dist / range);
            window = window * window;
            if (window <= 0.0)
            {
                continue;
            }

            float3 corners[4];
            corners[0] = centre - right - up;
            corners[1] = centre + right - up;
            corners[2] = centre + right + up;
            corners[3] = centre - right + up;

            // Diffuse needs no lookup: it is the polygon integral under the
            // plain clamped cosine, i.e. an identity transform.
            float3x3 ident = float3x3(1.0, 0.0, 0.0,
                                      0.0, 1.0, 0.0,
                                      0.0, 0.0, 1.0);
            float diffuse_ff = ltc_evaluate(N, V, p.world_pos, ident, corners, two_sided);

            // Specular applies the fitted transform before the same integral.
            float2 lut_uv = float2(roughness, sqrt(saturate(1.0 - NdV)));
            lut_uv = lut_uv * LTC_LUT_SCALE + LTC_LUT_BIAS;
            float4 t1 = ltc_matrix.SampleLevel(cube_sampler, lut_uv, 0);
            float2 t2 = ltc_magnitude.SampleLevel(cube_sampler, lut_uv, 0).xy;
            // The table stores the inverse normalised so its middle entry is 1,
            // packed as (m00, m20, m02, m22). HLSL's float3x3 constructor fills
            // ROWS (MSL/GLSL fill columns), so the component order differs from
            // main.metal.
            float3x3 m_inv = float3x3(t1.x, 0.0, t1.z,
                                      0.0,  1.0, 0.0,
                                      t1.y, 0.0, t1.w);
            float specular_ff = ltc_evaluate(N, V, p.world_pos, m_inv, corners, two_sided);
            // Schlick split baked into the table: t2.x weights the base
            // reflectance, t2.y the grazing response.
            float3 area_spec = F0 * t2.x + (1.0 - F0) * t2.y;

            float3 area_radiance = col * intens * window;
            float3 area_kd = (1.0 - F0) * (1.0 - metallic);
            Lo += area_radiance * (area_kd * albedo * diffuse_ff
                                   + area_spec * specular_ff);
            continue;
        }
        float3 L      = normalize(pos_w - p.world_pos);
        float  dist   = length(pos_w - p.world_pos);
        float  atten  = clamp(1.0 - (dist / range), 0.0, 1.0);
        atten *= atten;
        // Spot cone: full brightness inside cos_inner, squared fade to black at
        // cos_outer. Point lights leave both at zero and skip this.
        if (local_lights[j].kind == LIGHT_KIND_SPOT)
        {
            float cd = dot(local_lights[j].direction, -L);
            float ci = local_lights[j].cos_inner;
            float co = local_lights[j].cos_outer;
            float t  = saturate((cd - co) / max(ci - co, 1e-4));
            atten *= t * t;
            // Only spots that claimed a shadow slice sample the array; the rest
            // keep shadow_index at -1 and light without casting.
            int si = local_lights[j].shadow_index;
            if (si >= 0 && atten > 0.0)
                atten *= sample_spot_shadow(si, p.world_pos, N, p.sv_pos.xy);
        }
        float3 radiance = col * intens * atten;
        float3 H   = normalize(V + L);
        float  NdL = max(dot(N, L), 0.0);
        float  D   = distribution_ggx(N, H, roughness);
        float  G   = geometry_smith(N, V, L, roughness);
        float3 F   = fresnel_schlick(max(dot(H, V), 0.0), F0);
        float3 kd  = (1.0 - F) * (1.0 - metallic);
        float3 spec = (D * G * F) / max(4.0 * NdV * NdL, 0.001) * energy_ms;
        float3 diff = kd * albedo / PI;
        Lo += (diff + spec) * radiance * NdL;
    }

    float3 ambient;
    if (ibl_enabled) {
        float3 F_ibl       = fresnel_schlick(NdV, F0);
        float3 kd_ibl      = (1.0 - F_ibl) * (1.0 - metallic);
        float3 irradiance  = irradiance_cube.Sample(cube_sampler, N).rgb;
        float3 diffuse_ibl = kd_ibl * albedo * irradiance / PI;

        float3 R = reflect(-V, N);
        // SampleBias (not SampleLevel) so the reflection vector's screen-space
        // footprint widens the mip at grazing or distant angles. A fixed level
        // defeats minification filtering and aliases the environment into
        // sparkle on near mirrors; flat close-up pixels have a near-zero
        // footprint, so they keep the plain roughness mip.
        float  lod = roughness * (prefilter_mip_count - 1.0);
        float3 prefiltered  = prefilter_cube.SampleBias(cube_sampler, R, lod).rgb;
        float3 specular_ibl = prefiltered * (F0 * ab.x + ab.y);

        ambient = diffuse_ibl + specular_ibl;
    } else {
        // Soft blue-tinted sky bounce so worlds without IBL aren't near-black.
        ambient = float3(0.35, 0.4, 0.5) * 0.4 * albedo;
    }

    // Authored indirect-fill multiplier (PostProcessConfig.ambient_intensity);
    // 1.0 is a no-op. Lifts shadow fill without touching sun-lit surfaces.
    ambient *= ambient_intensity;

    // Screen-space ambient occlusion modulates the indirect (ambient / IBL)
    // term only - direct lighting is unaffected. A 1x1 white SRV is bound
    // when SSAO is disabled, so this samples a constant 1.0 then.
    uint sw, sh;
    ssao_tex.GetDimensions(sw, sh);
    float2 ssao_uv = p.sv_pos.xy / float2(float(sw), float(sh));
    ambient *= ssao_tex.Sample(linear_sampler, ssao_uv).r;

    // Linear-light HDR output. The ACES tonemap + gamma encode + FXAA run in
    // the off-screen composite pass (src/shaders/composite.slang).
    float3 color = ambient + Lo + emissive;
    return float4(color, albedo_samp.a);
}