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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/skybox.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/skybox.wgsl')
-rw-r--r--common/shaders/skybox.wgsl42
1 files changed, 42 insertions, 0 deletions
diff --git a/common/shaders/skybox.wgsl b/common/shaders/skybox.wgsl
new file mode 100644
index 0000000..31bea3b
--- /dev/null
+++ b/common/shaders/skybox.wgsl
@@ -0,0 +1,42 @@
+#include "common_uniforms"
+#include "math/common_utils"
+
+@group(0) @binding(0) var sky_tex: texture_2d<f32>;
+@group(0) @binding(1) var sky_sampler: sampler;
+@group(0) @binding(2) var<uniform> globals: GlobalUniforms;
+
+struct VertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) uv: vec2<f32>,
+};
+
+@vertex
+fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1.0, -1.0),
+ vec2<f32>( 3.0, -1.0),
+ vec2<f32>(-1.0, 3.0)
+ );
+
+ var out: VertexOutput;
+ out.position = vec4<f32>(pos[vertex_index], 0.0, 1.0);
+ out.uv = vec2<f32>(pos[vertex_index].x * 0.5 + 0.5, 1.0 - (pos[vertex_index].y * 0.5 + 0.5));
+ return out;
+}
+
+@fragment
+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);
+ let uv = spherical_uv_from_dir(ray_dir);
+ return textureSample(sky_tex, sky_sampler, uv);
+} \ No newline at end of file