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authorskal <pascal.massimino@gmail.com>2026-02-13 08:34:24 +0100
committerskal <pascal.massimino@gmail.com>2026-02-13 08:34:24 +0100
commita109983c194c45ad85f0e481232bc605c7cfd85b (patch)
tree2b2fadb054fb8ea52d3e31fefdc4678d5a3ed7dc /common/shaders/math/common_utils.wgsl
parent3ce45fcf073047d71ed0b2c88f4d6c5362f6b620 (diff)
Remediation: Implement shared common/shaders/ directory
Eliminates 36 duplicate shader files across workspaces. Structure: - common/shaders/{math,render,compute}/ - Shared utilities (20 files) - workspaces/*/shaders/ - Workspace-specific only Changes: - Created common/shaders/ with math, render, compute subdirectories - Moved 20 common shaders from workspaces to common/ - Removed duplicates from test workspace - Updated assets.txt: ../../common/shaders/ references - Enhanced asset_packer.cc: filesystem path normalization for ../ resolution Implementation: Option 1 from SHADER_REUSE_INVESTIGATION.md - Single source of truth for common code - Workspace references via relative paths - Path normalization in asset packer handoff(Claude): Common shader directory implemented
Diffstat (limited to 'common/shaders/math/common_utils.wgsl')
-rw-r--r--common/shaders/math/common_utils.wgsl36
1 files changed, 36 insertions, 0 deletions
diff --git a/common/shaders/math/common_utils.wgsl b/common/shaders/math/common_utils.wgsl
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+++ b/common/shaders/math/common_utils.wgsl
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+// Common utility functions for WGSL shaders.
+// Reduces duplication across renderer_3d, mesh_render, etc.
+
+// Constants
+const PI: f32 = 3.14159265359;
+const TAU: f32 = 6.28318530718;
+
+// Transform normal from local to world space using inverse model matrix
+fn transform_normal(inv_model: mat4x4<f32>, normal_local: vec3<f32>) -> vec3<f32> {
+ let normal_matrix = mat3x3<f32>(inv_model[0].xyz, inv_model[1].xyz, inv_model[2].xyz);
+ return normalize(normal_matrix * normal_local);
+}
+
+// Spherical UV mapping (sphere or any radial surface)
+// Returns UV in [0,1] range
+fn spherical_uv(p: vec3<f32>) -> vec2<f32> {
+ let u = atan2(p.x, p.z) / TAU + 0.5;
+ let v = acos(clamp(p.y / length(p), -1.0, 1.0)) / PI;
+ return vec2<f32>(u, v);
+}
+
+// Spherical UV from direction vector (for skybox, etc.)
+fn spherical_uv_from_dir(dir: vec3<f32>) -> vec2<f32> {
+ let u = atan2(dir.z, dir.x) / TAU + 0.5;
+ let v = asin(clamp(dir.y, -1.0, 1.0)) / PI + 0.5;
+ return vec2<f32>(u, v);
+}
+
+// Grid pattern for procedural texturing (checkerboard-like)
+fn grid_pattern(uv: vec2<f32>) -> f32 {
+ let grid = 0.5 + 0.5 * sin(uv.x * PI) * sin(uv.y * PI);
+ return smoothstep(0.45, 0.55, grid);
+}
+
+// NOTE: calc_sdf_normal_bumped() removed - too specialized, depends on get_dist()
+// from scene_query snippets. Keep bump mapping code inline in shaders that use it.