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| author | skal <pascal.massimino@gmail.com> | 2026-02-13 08:21:34 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-13 08:21:34 +0100 |
| commit | eb15703a3f87e4eadc8839b06de12b9c6ec54023 (patch) | |
| tree | 06dcbb3e40df2f08b433927c96335e104b4d0aa7 /assets/final/shaders/math/common_utils.wgsl | |
| parent | 10673f00dfece584ba81d581b69c9ba706a5ea5a (diff) | |
Refactor: Reorganize workspaces and remove assets/ directory
Workspace structure now:
- workspaces/{main,test}/obj/ (3D models)
- workspaces/{main,test}/shaders/ (WGSL shaders)
- workspaces/{main,test}/music/ (audio samples)
Changes:
- Moved workspaces/*/assets/music/ → workspaces/*/music/
- Updated assets.txt paths (assets/music/ → music/)
- Moved test_demo.{seq,track} to tools/
- Moved assets/originals/ → tools/originals/
- Removed assets/common/ (legacy, duplicated in workspaces)
- Removed assets/final/ (legacy, superseded by workspaces)
- Updated hot-reload paths in main.cc
- Updated CMake references for test_demo and validation
- Updated gen_spectrograms.sh paths
handoff(Claude): Workspace reorganization complete
Diffstat (limited to 'assets/final/shaders/math/common_utils.wgsl')
| -rw-r--r-- | assets/final/shaders/math/common_utils.wgsl | 36 |
1 files changed, 0 insertions, 36 deletions
diff --git a/assets/final/shaders/math/common_utils.wgsl b/assets/final/shaders/math/common_utils.wgsl deleted file mode 100644 index 7131216..0000000 --- a/assets/final/shaders/math/common_utils.wgsl +++ /dev/null @@ -1,36 +0,0 @@ -// Common utility functions for WGSL shaders. -// Reduces duplication across renderer_3d, mesh_render, etc. - -// Constants -const PI: f32 = 3.14159265359; -const TAU: f32 = 6.28318530718; - -// Transform normal from local to world space using inverse model matrix -fn transform_normal(inv_model: mat4x4<f32>, normal_local: vec3<f32>) -> vec3<f32> { - let normal_matrix = mat3x3<f32>(inv_model[0].xyz, inv_model[1].xyz, inv_model[2].xyz); - return normalize(normal_matrix * normal_local); -} - -// Spherical UV mapping (sphere or any radial surface) -// Returns UV in [0,1] range -fn spherical_uv(p: vec3<f32>) -> vec2<f32> { - let u = atan2(p.x, p.z) / TAU + 0.5; - let v = acos(clamp(p.y / length(p), -1.0, 1.0)) / PI; - return vec2<f32>(u, v); -} - -// Spherical UV from direction vector (for skybox, etc.) -fn spherical_uv_from_dir(dir: vec3<f32>) -> vec2<f32> { - let u = atan2(dir.z, dir.x) / TAU + 0.5; - let v = asin(clamp(dir.y, -1.0, 1.0)) / PI + 0.5; - return vec2<f32>(u, v); -} - -// Grid pattern for procedural texturing (checkerboard-like) -fn grid_pattern(uv: vec2<f32>) -> f32 { - let grid = 0.5 + 0.5 * sin(uv.x * PI) * sin(uv.y * PI); - return smoothstep(0.45, 0.55, grid); -} - -// NOTE: calc_sdf_normal_bumped() removed - too specialized, depends on get_dist() -// from scene_query snippets. Keep bump mapping code inline in shaders that use it. |
