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authorskal <pascal.massimino@gmail.com>2026-02-08 17:01:33 +0100
committerskal <pascal.massimino@gmail.com>2026-02-08 17:01:33 +0100
commitafb04da1fc4780eed271064649377cf3e08d391f (patch)
tree9634553f6e686ff99f8d2c52b4269c16d62f9bbd /assets/final/demo_assets.txt
parentb650afa7e05bfc127275778042443a729cb395f8 (diff)
feat(shaders): Add Möller-Trumbore ray-triangle intersection
Implements ray-triangle intersection algorithm for future mesh raytracing support. Changes: - Add ray_triangle.wgsl with TriangleHit struct and intersection function - Register shader snippet in asset system (SHADER_RAY_TRIANGLE) - Add shader composer registration for #include "ray_triangle" support Returns: - hit.uv: Barycentric coordinates (for texture mapping) - hit.z: Parametric distance along ray - hit.N: Triangle face normal - hit.hit: Boolean indicating intersection Task: Progress on SDF for mesh (related to Task #18) Algorithm: Fast, Minimum Storage Ray-Triangle Intersection (Möller-Trumbore) Size: ~30 lines WGSL, negligible binary impact
Diffstat (limited to 'assets/final/demo_assets.txt')
-rw-r--r--assets/final/demo_assets.txt1
1 files changed, 1 insertions, 0 deletions
diff --git a/assets/final/demo_assets.txt b/assets/final/demo_assets.txt
index 256f246..5d40f7f 100644
--- a/assets/final/demo_assets.txt
+++ b/assets/final/demo_assets.txt
@@ -27,6 +27,7 @@ SHADER_COMMON_UNIFORMS, NONE, shaders/common_uniforms.wgsl, "Common Uniforms Sni
SHADER_SDF_PRIMITIVES, NONE, shaders/sdf_primitives.wgsl, "SDF Primitives Snippet"
SHADER_LIGHTING, NONE, shaders/lighting.wgsl, "Lighting Snippet"
SHADER_RAY_BOX, NONE, shaders/ray_box.wgsl, "Ray-Box Intersection Snippet"
+SHADER_RAY_TRIANGLE, NONE, shaders/ray_triangle.wgsl, "Ray-Triangle Intersection Snippet (Möller-Trumbore)"
SHADER_MAIN, NONE, shaders/main_shader.wgsl, "Main Heptagon Shader"
SHADER_PARTICLE_COMPUTE, NONE, shaders/particle_compute.wgsl, "Particle Compute Shader"
SHADER_PARTICLE_RENDER, NONE, shaders/particle_render.wgsl, "Particle Render Shader"