diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-04 09:45:17 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-04 09:45:36 +0100 |
| commit | 535b63d608948c5a9a85e96d1e8c7e475b00ede0 (patch) | |
| tree | 58e02774a773abe364fbe72682237203d22f45b6 /assets/final/shaders/skybox.wgsl | |
| parent | fdbeddc369d4b55d2098ebdb2e9ef160c0f50368 (diff) | |
handoff(Claude): Stabilize 3D renderer with rotating skybox and two-pass architecture
- Fixed black screen by ensuring clear operations in Pass 2 when Skybox pass is skipped.
- Resolved WebGPU validation errors by synchronizing depth-stencil state.
- Implemented rotating skybox using world-space ray unprojection (inv_view_proj).
- Improved procedural noise generation (multi-octave Value Noise).
- Restored scene integrity by correcting object indexing and removing artifacts.
- Updated documentation (TODO.md, PROJECT_CONTEXT.md).
Diffstat (limited to 'assets/final/shaders/skybox.wgsl')
| -rw-r--r-- | assets/final/shaders/skybox.wgsl | 22 |
1 files changed, 19 insertions, 3 deletions
diff --git a/assets/final/shaders/skybox.wgsl b/assets/final/shaders/skybox.wgsl index 8347a5a..6becc1a 100644 --- a/assets/final/shaders/skybox.wgsl +++ b/assets/final/shaders/skybox.wgsl @@ -22,6 +22,22 @@ fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput { } @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); -} +fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { + // Convert UV to NDC + let ndc_x = in.uv.x * 2.0 - 1.0; + let ndc_y = (1.0 - in.uv.y) * 2.0 - 1.0; // Un-flip Y for NDC (Y-up) + + // Unproject to find world direction + // We want the direction from camera to the far plane at this pixel + let clip_pos = vec4<f32>(ndc_x, ndc_y, 1.0, 1.0); + let world_pos_h = globals.inv_view_proj * clip_pos; + let world_pos = world_pos_h.xyz / world_pos_h.w; + + let ray_dir = normalize(world_pos - globals.camera_pos_time.xyz); + + // Spherical Mapping + let u = atan2(ray_dir.z, ray_dir.x) / 6.28318 + 0.5; + let v = asin(clamp(ray_dir.y, -1.0, 1.0)) / 3.14159 + 0.5; + + return textureSample(sky_tex, sky_sampler, vec2<f32>(u, v)); +}
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