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authorskal <pascal.massimino@gmail.com>2026-02-28 09:08:57 +0100
committerskal <pascal.massimino@gmail.com>2026-02-28 09:08:57 +0100
commit9ee410594a52cbc699b13de2bde4860d70c959a3 (patch)
treed56adf5931d488abcf3ac8e24a828d2d5b02e8cc /common/shaders/camera_common.wgsl
parent6599a428cd69be6c66c5179e1f0fce42f561f935 (diff)
refactor: move common/shaders/ to src/shaders/
Relocates shared WGSL shaders under src/ where all source code lives, eliminating the top-level common/ directory. - Update asset references in workspaces/main/assets.txt and workspaces/test/assets.txt - Update docs: PROJECT_CONTEXT.md, ARCHITECTURE.md, WORKSPACE_SYSTEM.md, SHADER_REUSE_INVESTIGATION.md Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'common/shaders/camera_common.wgsl')
-rw-r--r--common/shaders/camera_common.wgsl52
1 files changed, 0 insertions, 52 deletions
diff --git a/common/shaders/camera_common.wgsl b/common/shaders/camera_common.wgsl
deleted file mode 100644
index 846d052..0000000
--- a/common/shaders/camera_common.wgsl
+++ /dev/null
@@ -1,52 +0,0 @@
-// Camera parameters and helpers for SDF raymarching effects
-
-struct CameraParams {
- inv_view: mat4x4f,
- fov: f32,
- near_plane: f32,
- far_plane: f32,
- aspect_ratio: f32,
-}
-
-struct Ray {
- origin: vec3f,
- direction: vec3f,
-}
-
-// Generate camera ray for given UV coordinates (-1 to 1)
-fn getCameraRay(cam: CameraParams, uv: vec2f) -> Ray {
- let cam_pos = vec3f(cam.inv_view[3].x, cam.inv_view[3].y, cam.inv_view[3].z);
-
- // Compute ray direction from FOV and aspect ratio
- let tan_fov = tan(cam.fov * 0.5);
- let ndc = vec3f(uv.x * cam.aspect_ratio * tan_fov, uv.y * tan_fov, -1.0);
-
- // Transform direction by inverse view matrix (rotation only)
- let dir = normalize(
- cam.inv_view[0].xyz * ndc.x +
- cam.inv_view[1].xyz * ndc.y +
- cam.inv_view[2].xyz * ndc.z
- );
-
- return Ray(cam_pos, dir);
-}
-
-// Extract camera position from inverse view matrix
-fn getCameraPosition(cam: CameraParams) -> vec3f {
- return vec3f(cam.inv_view[3].x, cam.inv_view[3].y, cam.inv_view[3].z);
-}
-
-// Extract camera forward vector (view direction)
-fn getCameraForward(cam: CameraParams) -> vec3f {
- return -normalize(vec3f(cam.inv_view[2].x, cam.inv_view[2].y, cam.inv_view[2].z));
-}
-
-// Extract camera up vector
-fn getCameraUp(cam: CameraParams) -> vec3f {
- return normalize(vec3f(cam.inv_view[1].x, cam.inv_view[1].y, cam.inv_view[1].z));
-}
-
-// Extract camera right vector
-fn getCameraRight(cam: CameraParams) -> vec3f {
- return normalize(vec3f(cam.inv_view[0].x, cam.inv_view[0].y, cam.inv_view[0].z));
-}