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authorskal <pascal.massimino@gmail.com>2026-02-04 09:45:17 +0100
committerskal <pascal.massimino@gmail.com>2026-02-04 09:45:36 +0100
commit535b63d608948c5a9a85e96d1e8c7e475b00ede0 (patch)
tree58e02774a773abe364fbe72682237203d22f45b6 /src/3d/renderer.h
parentfdbeddc369d4b55d2098ebdb2e9ef160c0f50368 (diff)
handoff(Claude): Stabilize 3D renderer with rotating skybox and two-pass architecture
- Fixed black screen by ensuring clear operations in Pass 2 when Skybox pass is skipped. - Resolved WebGPU validation errors by synchronizing depth-stencil state. - Implemented rotating skybox using world-space ray unprojection (inv_view_proj). - Improved procedural noise generation (multi-octave Value Noise). - Restored scene integrity by correcting object indexing and removing artifacts. - Updated documentation (TODO.md, PROJECT_CONTEXT.md).
Diffstat (limited to 'src/3d/renderer.h')
-rw-r--r--src/3d/renderer.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/3d/renderer.h b/src/3d/renderer.h
index 148a521..57ad671 100644
--- a/src/3d/renderer.h
+++ b/src/3d/renderer.h
@@ -16,6 +16,7 @@
// Matches the GPU struct layout
struct GlobalUniforms {
mat4 view_proj;
+ mat4 inv_view_proj; // Added for skybox/raymarching
vec4 camera_pos_time; // xyz = camera_pos, w = time
vec4 params; // x = num_objects, yzw = padding
vec2 resolution;