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authorskal <pascal.massimino@gmail.com>2026-02-06 14:08:09 +0100
committerskal <pascal.massimino@gmail.com>2026-02-06 14:08:09 +0100
commit1e3e3f54a4f80bd05d168c9ae749ed32e1275868 (patch)
tree88ecf1aaa8c22d64079d45081c96f318a3dd3766 /assets/final/shaders/renderer_3d.wgsl
parentb00d1cd351ec6c960ef957950e95930344f75dcc (diff)
fix(shaders): Resolve WGSL validation errors and add shader compilation tests
Fixed three critical WGSL shader issues causing demo64k and test_3d_render to crash: 1. **renderer_3d.wgsl**: Removed dead code using non-existent `inverse()` function - WGSL doesn't have `inverse()` for matrices - Dead code was unreachable but still validated by shader compiler - Also removed reference to undefined `in.normal` vertex input 2. **sdf_utils.wgsl & lighting.wgsl**: Fixed `get_normal_basic()` signature mismatch - Changed parameter from `obj_type: f32` to `obj_params: vec4<f32>` - Now correctly matches `get_dist()` function signature 3. **scene_query_linear.wgsl**: Fixed incorrect BVH binding declaration - Linear mode was incorrectly declaring binding 2 (BVH buffer) - Replaced BVH traversal with simple linear object loop - Root cause: Both BVH and Linear shaders were identical (copy-paste error) Added comprehensive shader compilation test (test_shader_compilation.cc): - Tests all production shaders compile successfully through WebGPU - Validates both BVH and Linear composition modes - Catches WGSL syntax errors, binding mismatches, and type errors - Would have caught all three bugs fixed in this commit Why tests didn't catch this: - Existing test_shader_assets only checked for keywords, not compilation - No test actually created WebGPU shader modules from composed code - New test fills this gap with real GPU validation Results: - demo64k runs without WebGPU errors - test_3d_render no longer crashes - All 22/23 tests pass (FftTest unrelated issue from FFT Phase 1) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'assets/final/shaders/renderer_3d.wgsl')
-rw-r--r--assets/final/shaders/renderer_3d.wgsl19
1 files changed, 4 insertions, 15 deletions
diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl
index 2f4f79c..c290df8 100644
--- a/assets/final/shaders/renderer_3d.wgsl
+++ b/assets/final/shaders/renderer_3d.wgsl
@@ -65,21 +65,10 @@ fn vs_main(@builtin(vertex_index) vertex_index: u32,
out.color = obj.color;
out.instance_index = instance_index;
out.world_pos = world_pos.xyz;
-
- // Correct normal transformation for meshes: transpose of inverse of model matrix
- // For non-uniform scaling, this is necessary. For other primitives, we use their analytical normals.
- if (obj_type == 5.0) {
- // Calculate inverse transpose of the model matrix (upper 3x3 part)
- let model_matrix = mat3x3<f32>(obj.model[0].xyz, obj.model[1].xyz, obj.model[2].xyz);
- let normal_matrix = transpose(inverse(model_matrix));
- out.transformed_normal = normalize(normal_matrix * in.normal);
- } else {
- // For SDF primitives, we don't use vertex normals directly here; they are computed in the fragment shader.
- // However, we still need to output a normal for the fragment shader to use if it were a rasterized primitive.
- // The transformed_normal is not used by the SDF fragment shader, but for correctness, we'll pass it.
- // If this were a rasterized mesh, it would be used.
- out.transformed_normal = normalize(vec3<f32>(0.0, 1.0, 0.0)); // Placeholder for non-mesh types
- }
+
+ // For SDF primitives, we don't use vertex normals - they are computed analytically in the fragment shader.
+ // This field is only used by the mesh pipeline (mesh_render.wgsl), not this SDF pipeline.
+ out.transformed_normal = normalize(vec3<f32>(0.0, 1.0, 0.0)); // Placeholder
return out;
}