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authorskal <pascal.massimino@gmail.com>2026-02-06 08:46:20 +0100
committerskal <pascal.massimino@gmail.com>2026-02-06 08:46:20 +0100
commit7d60a8a9ece368e365b5c857600004298cb89526 (patch)
treeaa394cb9823939c561b8fb09897f1e192a4059ad /assets/final/shaders/renderer_3d.wgsl
parent180b0961a2216279024b4d35229d105d95a61878 (diff)
fix: Correct mesh normal transformation and floor shadow renderingHEADmain
Diffstat (limited to 'assets/final/shaders/renderer_3d.wgsl')
-rw-r--r--assets/final/shaders/renderer_3d.wgsl63
1 files changed, 48 insertions, 15 deletions
diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl
index e7cb810..4733f6f 100644
--- a/assets/final/shaders/renderer_3d.wgsl
+++ b/assets/final/shaders/renderer_3d.wgsl
@@ -15,6 +15,7 @@ struct VertexOutput {
@location(1) color: vec4<f32>,
@location(2) @interpolate(flat) instance_index: u32,
@location(3) world_pos: vec3<f32>,
+ @location(4) transformed_normal: vec3<f32>,
};
@vertex
@@ -41,8 +42,10 @@ fn vs_main(@builtin(vertex_index) vertex_index: u32,
let obj_type = obj.params.x;
if (obj_type == 5.0) { // MESH
+ // For meshes, we use the actual vertex data, not proxy geometry.
+ // The position here is a placeholder, the real mesh data is handled by mesh_pipeline_.
var out: VertexOutput;
- out.position = vec4<f32>(0.0, 0.0, 0.0, 0.0);
+ out.position = vec4<f32>(0.0, 0.0, 2.0, 1.0); // Outside far plane, so it's not rendered by this pipeline.
return out;
}
@@ -62,6 +65,22 @@ 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
+ }
+
return out;
}
@@ -70,8 +89,13 @@ fn vs_main(@builtin(vertex_index) vertex_index: u32,
#include "render/lighting_utils"
#include "ray_box"
+struct FragmentOutput {
+ @location(0) color: vec4<f32>,
+ @builtin(frag_depth) depth: f32,
+};
+
@fragment
-fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
+fn fs_main(in: VertexOutput) -> FragmentOutput {
let obj = object_data.objects[in.instance_index];
let obj_type = obj.params.x;
@@ -80,11 +104,10 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
var base_color = in.color.rgb;
let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0));
- if (obj_type <= 0.0) { // Raster path
+ if (obj_type <= 0.0) { // Raster path (legacy or generic)
p = in.world_pos;
- let local_normal = normalize(cross(dpdx(in.local_pos), dpdy(in.local_pos)));
- let normal_matrix = mat3x3<f32>(obj.inv_model[0].xyz, obj.inv_model[1].xyz, obj.inv_model[2].xyz);
- normal = normalize(transpose(normal_matrix) * local_normal);
+ // Use the transformed normal passed from the vertex shader for rasterized objects
+ normal = normalize(in.transformed_normal);
// Apply grid pattern to floor
let uv = p.xz * 0.5;
@@ -100,8 +123,10 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let rd_local = normalize((obj.inv_model * vec4<f32>(rd_world, 0.0)).xyz);
// Proxy box extent (matches vs_main)
+ // MESHES use obj.params.yzw for extent
var extent = vec3<f32>(1.0);
- if (obj_type == 3.0) { extent = vec3<f32>(1.5, 0.5, 1.5); }
+ if (obj.params.x == 3.0) { extent = vec3<f32>(1.5, 0.5, 1.5); } // Torus
+ else if (obj.params.x == 5.0) { extent = obj.params.yzw; } // MESH extent
let bounds = ray_box_intersection(ro_local, rd_local, extent);
@@ -111,7 +136,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
var hit = false;
for (var i = 0; i < 64; i = i + 1) {
let q = ro_local + rd_local * t;
- let d_local = get_dist(q, obj_type);
+ let d_local = get_dist(q, obj.params);
if (d_local < 0.0005) { hit = true; break; }
t = t + d_local;
if (t > bounds.t_exit) { break; }
@@ -128,32 +153,32 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let q_x1 = q_hit + e.xyy;
let uv_x1 = vec2<f32>(atan2(q_x1.x, q_x1.z) / 6.28 + 0.5, acos(clamp(q_x1.y / length(q_x1), -1.0, 1.0)) / 3.14);
let h_x1 = textureSample(noise_tex, noise_sampler, uv_x1).r;
- let d_x1 = get_dist(q_x1, obj_type) - disp_strength * h_x1;
+ let d_x1 = get_dist(q_x1, obj.params) - disp_strength * h_x1;
let q_x2 = q_hit - e.xyy;
let uv_x2 = vec2<f32>(atan2(q_x2.x, q_x2.z) / 6.28 + 0.5, acos(clamp(q_x2.y / length(q_x2), -1.0, 1.0)) / 3.14);
let h_x2 = textureSample(noise_tex, noise_sampler, uv_x2).r;
- let d_x2 = get_dist(q_x2, obj_type) - disp_strength * h_x2;
+ let d_x2 = get_dist(q_x2, obj.params) - disp_strength * h_x2;
let q_y1 = q_hit + e.yxy;
let uv_y1 = vec2<f32>(atan2(q_y1.x, q_y1.z) / 6.28 + 0.5, acos(clamp(q_y1.y / length(q_y1), -1.0, 1.0)) / 3.14);
let h_y1 = textureSample(noise_tex, noise_sampler, uv_y1).r;
- let d_y1 = get_dist(q_y1, obj_type) - disp_strength * h_y1;
+ let d_y1 = get_dist(q_y1, obj.params) - disp_strength * h_y1;
let q_y2 = q_hit - e.yxy;
let uv_y2 = vec2<f32>(atan2(q_y2.x, q_y2.z) / 6.28 + 0.5, acos(clamp(q_y2.y / length(q_y2), -1.0, 1.0)) / 3.14);
let h_y2 = textureSample(noise_tex, noise_sampler, uv_y2).r;
- let d_y2 = get_dist(q_y2, obj_type) - disp_strength * h_y2;
+ let d_y2 = get_dist(q_y2, obj.params) - disp_strength * h_y2;
let q_z1 = q_hit + e.yyx;
let uv_z1 = vec2<f32>(atan2(q_z1.x, q_z1.z) / 6.28 + 0.5, acos(clamp(q_z1.y / length(q_z1), -1.0, 1.0)) / 3.14);
let h_z1 = textureSample(noise_tex, noise_sampler, uv_z1).r;
- let d_z1 = get_dist(q_z1, obj_type) - disp_strength * h_z1;
+ let d_z1 = get_dist(q_z1, obj.params) - disp_strength * h_z1;
let q_z2 = q_hit - e.yyx;
let uv_z2 = vec2<f32>(atan2(q_z2.x, q_z2.z) / 6.28 + 0.5, acos(clamp(q_z2.y / length(q_z2), -1.0, 1.0)) / 3.14);
let h_z2 = textureSample(noise_tex, noise_sampler, uv_z2).r;
- let d_z2 = get_dist(q_z2, obj_type) - disp_strength * h_z2;
+ let d_z2 = get_dist(q_z2, obj.params) - disp_strength * h_z2;
let n_local = normalize(vec3<f32>(d_x1 - d_x2, d_y1 - d_y2, d_z1 - d_z2));
let normal_matrix = mat3x3<f32>(obj.inv_model[0].xyz, obj.inv_model[1].xyz, obj.inv_model[2].xyz);
@@ -174,5 +199,13 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let shadow = calc_shadow(p, light_dir, 0.05, 20.0, in.instance_index);
let lit_color = calculate_lighting(base_color, normal, p, shadow);
- return vec4<f32>(lit_color, 1.0);
+
+ var out: FragmentOutput;
+ out.color = vec4<f32>(lit_color, 1.0);
+
+ // Calculate and write correct depth
+ let clip_pos = globals.view_proj * vec4<f32>(p, 1.0);
+ out.depth = clip_pos.z / clip_pos.w;
+
+ return out;
} \ No newline at end of file