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| author | skal <pascal.massimino@gmail.com> | 2026-02-04 11:56:03 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-04 11:56:03 +0100 |
| commit | 2e34965e5e48175c5ee6016af1a858f7f3f02c1d (patch) | |
| tree | a41ea2fdc50a18183742bffaf0705b394f2be69f /assets/final/shaders/render/shadows.wgsl | |
| parent | 0d29f340b9de8f6a14baa0a2c6f3c57b8d1458a5 (diff) | |
feat(gpu): Implement recursive WGSL composition and modularize shaders (Task #50)
- Updated ShaderComposer to support recursive #include "snippet_name" with cycle detection.
- Extracted granular WGSL snippets: math/sdf_shapes, math/sdf_utils, render/shadows, render/scene_query, render/lighting_utils.
- Refactored Renderer3D to use #include in shaders, simplifying C++ dependency lists.
- Fixed WGPUShaderSourceWGSL usage on macOS to correctly handle composed shader strings.
- Added comprehensive unit tests for recursive composition in test_shader_composer.
- Verified system stability with test_3d_render and full test suite.
- Marked Task #50 as recurrent for future code hygiene.
Diffstat (limited to 'assets/final/shaders/render/shadows.wgsl')
| -rw-r--r-- | assets/final/shaders/render/shadows.wgsl | 13 |
1 files changed, 13 insertions, 0 deletions
diff --git a/assets/final/shaders/render/shadows.wgsl b/assets/final/shaders/render/shadows.wgsl new file mode 100644 index 0000000..7cba089 --- /dev/null +++ b/assets/final/shaders/render/shadows.wgsl @@ -0,0 +1,13 @@ +fn calc_shadow(ro: vec3<f32>, rd: vec3<f32>, tmin: f32, tmax: f32, skip_idx: u32) -> f32 { + var res = 1.0; + var t = tmin; + if (t < 0.05) { t = 0.05; } + for (var i = 0; i < 32; i = i + 1) { + let h = map_scene(ro + rd * t, skip_idx); + if (h < 0.001) { return 0.0; } + res = min(res, 16.0 * h / t); + t = t + clamp(h, 0.02, 0.4); + if (t > tmax) { break; } + } + return clamp(res, 0.0, 1.0); +} |
