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authorskal <pascal.massimino@gmail.com>2026-03-08 11:36:04 +0100
committerskal <pascal.massimino@gmail.com>2026-03-08 11:36:04 +0100
commitba7ea27ddee4398afa98a0e45b9e227bbcfae906 (patch)
tree09f8bb60c324aad53c829d79f50f56497cd1d7be /src/effects/ntsc.wgsl
parent1ad5057ce8e68e57340aae3442b2c6b787409ad3 (diff)
fix: negate Y in perspective() to correct rasterized 3D orientation
The fullscreen post-process VS uses Y-up UVs (uv.y=0 = bottom), so textureSample() Y-flips any rasterized offscreen texture. SDF effects author their content Y-down and look correct after the flip. Rasterized effects (RotatingCube, Hybrid3D) must pre-flip their geometry: - mat4::perspective(): m[5] = -t (negated Y scale) - Pipelines with cullMode=Back: frontFace = WGPUFrontFace_CW (Y-flip reverses winding, so CW becomes the visible face) - Remove incorrect transposes from GlobalUniforms::make(), ObjectData::make(), and Uniforms::make() — mini_math is column-major, no transpose needed for GPU upload - Document the convention in doc/3D.md under "Rasterized 3D and the Y-flip rule" handoff(Gemini): Y-flip rule now documented; all rasterized 3D pipelines must follow it. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'src/effects/ntsc.wgsl')
-rw-r--r--src/effects/ntsc.wgsl2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/effects/ntsc.wgsl b/src/effects/ntsc.wgsl
index 5c27695..4e72f0a 100644
--- a/src/effects/ntsc.wgsl
+++ b/src/effects/ntsc.wgsl
@@ -2,6 +2,7 @@
#include "sequence_uniforms"
#include "render/fullscreen_uv_vs"
#include "math/noise"
+#include "debug/debug_print"
const vignetteRounding = 160.0f;
const vignetteSmoothness = 0.7f;
@@ -68,5 +69,6 @@ fn vignette(uv: vec2f) -> f32 {
col.g *= 1.01;
col.b *= 0.94;
+ col = debug_f32(col, in.position.xy / uniforms.resolution, vec2f(10., 10.), 3.2);
return vec4f(clamp(col, vec3f(0.0), vec3f(1.0)), 1.0);
}