summaryrefslogtreecommitdiff
path: root/src/shaders/render/raymarching.wgsl
diff options
context:
space:
mode:
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 /src/shaders/render/raymarching.wgsl
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>
Diffstat (limited to 'src/shaders/render/raymarching.wgsl')
-rw-r--r--src/shaders/render/raymarching.wgsl66
1 files changed, 66 insertions, 0 deletions
diff --git a/src/shaders/render/raymarching.wgsl b/src/shaders/render/raymarching.wgsl
new file mode 100644
index 0000000..2d6616d
--- /dev/null
+++ b/src/shaders/render/raymarching.wgsl
@@ -0,0 +1,66 @@
+// Common functions for Signed Distance Field (SDF) raymarching.
+//
+// Required user-defined functions:
+// - df(vec3f) -> f32
+// Distance field for single-pass rendering (rayMarch, normal, shadow)
+//
+// For two-pass rendering with object IDs, see raymarching_id.wgsl
+//
+// Provided constants:
+// TOLERANCE, MAX_RAY_LENGTH, MAX_RAY_MARCHES, NORM_OFF
+
+const TOLERANCE: f32 = 0.0005;
+const MAX_RAY_LENGTH: f32 = 20.0;
+const MAX_RAY_MARCHES: i32 = 80;
+const NORM_OFF: f32 = 0.005;
+
+// Computes the surface normal of the distance field at a point `pos`.
+fn normal(pos: vec3f) -> vec3f {
+ let eps = vec2f(NORM_OFF, 0.0);
+ var nor: vec3f;
+ nor.x = df(pos + eps.xyy) - df(pos - eps.xyy);
+ nor.y = df(pos + eps.yxy) - df(pos - eps.yxy);
+ nor.z = df(pos + eps.yyx) - df(pos - eps.yyx);
+ return normalize(nor);
+}
+
+// Performs the raymarching operation.
+// Returns the distance along the ray to the surface, or MAX_RAY_LENGTH if no surface is hit.
+fn rayMarch(ro: vec3f, rd: vec3f, tmin: f32) -> f32 {
+ var t = tmin;
+ for (var i = 0; i < MAX_RAY_MARCHES; i++) {
+ if (t > MAX_RAY_LENGTH) {
+ t = MAX_RAY_LENGTH;
+ break;
+ }
+ let d = df(ro + rd * t);
+ if (d < TOLERANCE) {
+ break;
+ }
+ t += d;
+ }
+ return t;
+}
+
+// Computes a soft shadow for a given point.
+fn shadow(lp: vec3f, ld: vec3f, mint: f32, maxt: f32) -> f32 {
+ let ds = 1.0 - 0.4;
+ var t = mint;
+ var nd = 1e6;
+ let soff = 0.05;
+ let smul = 1.5;
+ let MAX_SHD_MARCHES = 20;
+
+ for (var i = 0; i < MAX_SHD_MARCHES; i++) {
+ let p = lp + ld * t;
+ let d = df(p);
+ if (d < TOLERANCE || t >= maxt) {
+ let sd = 1.0 - exp(-smul * max(t / maxt - soff, 0.0));
+ return select(mix(sd, 1.0, smoothstep(0.0, 0.025, nd)), sd, t >= maxt);
+ }
+ nd = min(nd, d);
+ t += ds * d;
+ }
+ let sd = 1.0 - exp(-smul * max(t / maxt - soff, 0.0));
+ return sd;
+}