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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/render/raymarching.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/render/raymarching.wgsl')
-rw-r--r--common/shaders/render/raymarching.wgsl66
1 files changed, 0 insertions, 66 deletions
diff --git a/common/shaders/render/raymarching.wgsl b/common/shaders/render/raymarching.wgsl
deleted file mode 100644
index 2d6616d..0000000
--- a/common/shaders/render/raymarching.wgsl
+++ /dev/null
@@ -1,66 +0,0 @@
-// Common functions for Signed Distance Field (SDF) raymarching.
-//
-// Required user-defined functions:
-// - df(vec3f) -> f32
-// Distance field for single-pass rendering (rayMarch, normal, shadow)
-//
-// For two-pass rendering with object IDs, see raymarching_id.wgsl
-//
-// Provided constants:
-// TOLERANCE, MAX_RAY_LENGTH, MAX_RAY_MARCHES, NORM_OFF
-
-const TOLERANCE: f32 = 0.0005;
-const MAX_RAY_LENGTH: f32 = 20.0;
-const MAX_RAY_MARCHES: i32 = 80;
-const NORM_OFF: f32 = 0.005;
-
-// Computes the surface normal of the distance field at a point `pos`.
-fn normal(pos: vec3f) -> vec3f {
- let eps = vec2f(NORM_OFF, 0.0);
- var nor: vec3f;
- nor.x = df(pos + eps.xyy) - df(pos - eps.xyy);
- nor.y = df(pos + eps.yxy) - df(pos - eps.yxy);
- nor.z = df(pos + eps.yyx) - df(pos - eps.yyx);
- return normalize(nor);
-}
-
-// Performs the raymarching operation.
-// Returns the distance along the ray to the surface, or MAX_RAY_LENGTH if no surface is hit.
-fn rayMarch(ro: vec3f, rd: vec3f, tmin: f32) -> f32 {
- var t = tmin;
- for (var i = 0; i < MAX_RAY_MARCHES; i++) {
- if (t > MAX_RAY_LENGTH) {
- t = MAX_RAY_LENGTH;
- break;
- }
- let d = df(ro + rd * t);
- if (d < TOLERANCE) {
- break;
- }
- t += d;
- }
- return t;
-}
-
-// Computes a soft shadow for a given point.
-fn shadow(lp: vec3f, ld: vec3f, mint: f32, maxt: f32) -> f32 {
- let ds = 1.0 - 0.4;
- var t = mint;
- var nd = 1e6;
- let soff = 0.05;
- let smul = 1.5;
- let MAX_SHD_MARCHES = 20;
-
- for (var i = 0; i < MAX_SHD_MARCHES; i++) {
- let p = lp + ld * t;
- let d = df(p);
- if (d < TOLERANCE || t >= maxt) {
- let sd = 1.0 - exp(-smul * max(t / maxt - soff, 0.0));
- return select(mix(sd, 1.0, smoothstep(0.0, 0.025, nd)), sd, t >= maxt);
- }
- nd = min(nd, d);
- t += ds * d;
- }
- let sd = 1.0 - exp(-smul * max(t / maxt - soff, 0.0));
- return sd;
-}