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| author | skal <pascal.massimino@gmail.com> | 2026-02-03 19:47:52 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-03 19:47:52 +0100 |
| commit | 4fe647e13e3483e7fe01e6466c3871a20892963f (patch) | |
| tree | 08a82bd669541a9e3b2a976533959372de1b239e /assets/final/shaders/common_uniforms.wgsl | |
| parent | 3108fb0065a51dfc3548836ea16b287e92cd8881 (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/shaders/common_uniforms.wgsl')
| -rw-r--r-- | assets/final/shaders/common_uniforms.wgsl | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/assets/final/shaders/common_uniforms.wgsl b/assets/final/shaders/common_uniforms.wgsl index 3c9e34b..cefa3b2 100644 --- a/assets/final/shaders/common_uniforms.wgsl +++ b/assets/final/shaders/common_uniforms.wgsl @@ -2,6 +2,7 @@ struct GlobalUniforms { view_proj: mat4x4<f32>, camera_pos_time: vec4<f32>, params: vec4<f32>, + resolution: vec2<f32>, }; struct ObjectData { model: mat4x4<f32>, |
