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authorskal <pascal.massimino@gmail.com>2026-02-03 19:47:52 +0100
committerskal <pascal.massimino@gmail.com>2026-02-03 19:47:52 +0100
commit4fe647e13e3483e7fe01e6466c3871a20892963f (patch)
tree08a82bd669541a9e3b2a976533959372de1b239e /assets/final/shaders/skybox.wgsl
parent3108fb0065a51dfc3548836ea16b287e92cd8881 (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/skybox.wgsl')
-rw-r--r--assets/final/shaders/skybox.wgsl27
1 files changed, 27 insertions, 0 deletions
diff --git a/assets/final/shaders/skybox.wgsl b/assets/final/shaders/skybox.wgsl
new file mode 100644
index 0000000..8347a5a
--- /dev/null
+++ b/assets/final/shaders/skybox.wgsl
@@ -0,0 +1,27 @@
+@group(0) @binding(0) var sky_tex: texture_2d<f32>;
+@group(0) @binding(1) var sky_sampler: sampler;
+@group(0) @binding(2) var<uniform> globals: GlobalUniforms;
+
+struct VertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) uv: vec2<f32>,
+};
+
+@vertex
+fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1.0, -1.0),
+ vec2<f32>( 3.0, -1.0),
+ vec2<f32>(-1.0, 3.0)
+ );
+
+ var out: VertexOutput;
+ out.position = vec4<f32>(pos[vertex_index], 0.0, 1.0);
+ out.uv = vec2<f32>(pos[vertex_index].x * 0.5 + 0.5, 1.0 - (pos[vertex_index].y * 0.5 + 0.5));
+ return out;
+}
+
+@fragment
+fn fs_main(@builtin(position) frag_pos: vec4<f32>) -> @location(0) vec4<f32> {
+ return textureSample(sky_tex, sky_sampler, frag_pos.xy / globals.resolution);
+}