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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 /doc/ARCHITECTURE.md
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>
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diff --git a/doc/ARCHITECTURE.md b/doc/ARCHITECTURE.md
index ebb2a59..582903b 100644
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@@ -17,7 +17,7 @@ Detailed system architecture for the 64k demo project.
- Provides `update_camera()` helper methods (from Camera object or manual values)
- Standard binding: 0=CommonUniforms, 1=CameraParams
-**WGSL Helpers** (`common/shaders/camera_common.wgsl`):
+**WGSL Helpers** (`src/shaders/camera_common.wgsl`):
- `getCameraRay(cam, uv)`: Generate ray from screen UV coordinates
- `getCameraPosition/Forward/Up/Right()`: Extract camera vectors from inv_view
- Integrates with existing `render/raymarching.wgsl` (rayMarch, normal, shadow)