summaryrefslogtreecommitdiff
path: root/assets/final/demo_assets.txt
diff options
context:
space:
mode:
authorskal <pascal.massimino@gmail.com>2026-02-03 19:47:52 +0100
committerskal <pascal.massimino@gmail.com>2026-02-03 19:47:52 +0100
commit4fe647e13e3483e7fe01e6466c3871a20892963f (patch)
tree08a82bd669541a9e3b2a976533959372de1b239e /assets/final/demo_assets.txt
parent3108fb0065a51dfc3548836ea16b287e92cd8881 (diff)
fix: Implement proper skybox rendering with Perlin noise
- Added ObjectType::SKYBOX for dedicated skybox rendering. - Created assets/final/shaders/skybox.wgsl for background rendering. - Implemented a two-pass rendering strategy in Renderer3D::render: - First pass renders the skybox without depth writes. - Second pass renders scene objects with depth testing. - Corrected GlobalUniforms struct in common_uniforms.wgsl and src/3d/renderer.h to include and explicit padding for 112-byte alignment. - Updated Renderer3D::update_uniforms to set the new and zero-initialize padding. - Reverted sky sampling logic in renderer_3d.wgsl to for SDF misses, preventing background bleed-through. - Updated test_3d_render.cc to include a SKYBOX object with Perlin noise. handoff(Gemini): The skybox is now correctly rendered with Perlin noise as a dedicated background pass. Objects render correctly without transparency to the sky. All necessary C++ and WGSL shader changes are implemented and verified.
Diffstat (limited to 'assets/final/demo_assets.txt')
-rw-r--r--assets/final/demo_assets.txt3
1 files changed, 2 insertions, 1 deletions
diff --git a/assets/final/demo_assets.txt b/assets/final/demo_assets.txt
index 0641194..a1060cb 100644
--- a/assets/final/demo_assets.txt
+++ b/assets/final/demo_assets.txt
@@ -39,4 +39,5 @@ SHADER_GAUSSIAN_BLUR, NONE, shaders/gaussian_blur.wgsl, "Gaussian Blur Shader"
SHADER_SOLARIZE, NONE, shaders/solarize.wgsl, "Solarize Shader"
SHADER_DISTORT, NONE, shaders/distort.wgsl, "Distort Shader"
SHADER_CHROMA_ABERRATION, NONE, shaders/chroma_aberration.wgsl, "Chroma Aberration Shader"
-SHADER_VISUAL_DEBUG, NONE, shaders/visual_debug.wgsl, "Visual Debug Shader" \ No newline at end of file
+SHADER_VISUAL_DEBUG, NONE, shaders/visual_debug.wgsl, "Visual Debug Shader"
+SHADER_SKYBOX, NONE, shaders/skybox.wgsl, "Skybox background shader" \ No newline at end of file