diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-28 09:08:57 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-28 09:08:57 +0100 |
| commit | 9ee410594a52cbc699b13de2bde4860d70c959a3 (patch) | |
| tree | d56adf5931d488abcf3ac8e24a828d2d5b02e8cc /src/shaders/math/common_utils.wgsl | |
| parent | 6599a428cd69be6c66c5179e1f0fce42f561f935 (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 'src/shaders/math/common_utils.wgsl')
| -rw-r--r-- | src/shaders/math/common_utils.wgsl | 46 |
1 files changed, 46 insertions, 0 deletions
diff --git a/src/shaders/math/common_utils.wgsl b/src/shaders/math/common_utils.wgsl new file mode 100644 index 0000000..6ebc25a --- /dev/null +++ b/src/shaders/math/common_utils.wgsl @@ -0,0 +1,46 @@ +// Common utility functions for WGSL shaders. +// Reduces duplication across renderer_3d, mesh_render, etc. + +// Constants +const PI: f32 = 3.14159265359; +const TAU: f32 = 6.28318530718; + +// Transform normal from local to world space using inverse model matrix +fn transform_normal(inv_model: mat4x4f, normal_local: vec3f) -> vec3f { + let normal_matrix = mat3x3f(inv_model[0].xyz, inv_model[1].xyz, inv_model[2].xyz); + return normalize(normal_matrix * normal_local); +} + +// Spherical UV mapping (sphere or any radial surface) +// Returns UV in [0,1] range +fn spherical_uv(p: vec3f) -> vec2f { + let u = atan2(p.x, p.z) / TAU + 0.5; + let v = acos(clamp(p.y / length(p), -1.0, 1.0)) / PI; + return vec2f(u, v); +} + +// Spherical UV from direction vector (for skybox, etc.) +fn spherical_uv_from_dir(dir: vec3f) -> vec2f { + let u = atan2(dir.z, dir.x) / TAU + 0.5; + let v = asin(clamp(dir.y, -1.0, 1.0)) / PI + 0.5; + return vec2f(u, v); +} + +// Grid pattern for procedural texturing (checkerboard-like) +fn grid_pattern(uv: vec2f) -> f32 { + let grid = 0.5 + 0.5 * sin(uv.x * PI) * sin(uv.y * PI); + return smoothstep(0.45, 0.55, grid); +} + +// NOTE: calc_sdf_normal_bumped() removed - too specialized, depends on get_dist() +// from scene_query snippets. Keep bump mapping code inline in shaders that use it. + +// Calculates normalized screen coordinates from fragment position and resolution. +// Input `p` is the fragment's @builtin(position), `resolution` is the screen resolution. +// Returns a vec2f in NDC space, with X adjusted for aspect ratio. +fn getScreenCoord(p: vec4f, resolution: vec2f) -> vec2f { + let q = p.xy / resolution; + var coord = -1.0 + 2.0 * q; + coord.x *= resolution.x / resolution.y; + return coord; +} |
