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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/ray_triangle.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/ray_triangle.wgsl')
-rw-r--r--common/shaders/ray_triangle.wgsl30
1 files changed, 30 insertions, 0 deletions
diff --git a/common/shaders/ray_triangle.wgsl b/common/shaders/ray_triangle.wgsl
new file mode 100644
index 0000000..13341c8
--- /dev/null
+++ b/common/shaders/ray_triangle.wgsl
@@ -0,0 +1,30 @@
+// This file is part of the 64k demo project.
+// Möller-Trumbore ray-triangle intersection algorithm.
+// Reference: "Fast, Minimum Storage Ray-Triangle Intersection"
+
+struct TriangleHit {
+ uv: vec2<f32>,
+ z: f32,
+ N: vec3<f32>,
+ hit: bool,
+};
+
+fn ray_triangle_intersection(
+ orig: vec3<f32>,
+ dir: vec3<f32>,
+ p0: vec3<f32>,
+ p1: vec3<f32>,
+ p2: vec3<f32>
+) -> TriangleHit {
+ let d10 = p1 - p0;
+ let d20 = p2 - p0;
+ let N = cross(d10, d20);
+ let det = -dot(dir, N);
+ let invdet = 1.0 / det;
+ let d0 = orig - p0;
+ let nd = cross(d0, dir);
+ let uv = vec2<f32>(dot(d20, nd), -dot(d10, nd)) * invdet;
+ let z = dot(d0, N) * invdet;
+ let hit = det > 0.0 && z >= 0.0 && uv.x >= 0.0 && uv.y >= 0.0 && (uv.x + uv.y) < 1.0;
+ return TriangleHit(uv, z, N, hit);
+}