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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 /src/shaders
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')
-rw-r--r--src/shaders/camera_common.wgsl52
-rw-r--r--src/shaders/combined_postprocess.wgsl23
-rw-r--r--src/shaders/common_uniforms.wgsl25
-rw-r--r--src/shaders/compute/gen_blend.wgsl29
-rw-r--r--src/shaders/compute/gen_grid.wgsl24
-rw-r--r--src/shaders/compute/gen_mask.wgsl27
-rw-r--r--src/shaders/compute/gen_noise.wgsl26
-rw-r--r--src/shaders/compute/gen_perlin.wgsl44
-rw-r--r--src/shaders/gaussian_blur.wgsl32
-rw-r--r--src/shaders/heptagon.wgsl33
-rw-r--r--src/shaders/lighting.wgsl24
-rw-r--r--src/shaders/math/color.wgsl27
-rw-r--r--src/shaders/math/common_utils.wgsl46
-rw-r--r--src/shaders/math/noise.wgsl147
-rw-r--r--src/shaders/math/sdf_shapes.wgsl30
-rw-r--r--src/shaders/math/sdf_utils.wgsl115
-rw-r--r--src/shaders/math/utils.wgsl14
-rw-r--r--src/shaders/passthrough.wgsl11
-rw-r--r--src/shaders/postprocess_inline.wgsl61
-rw-r--r--src/shaders/ray_box.wgsl16
-rw-r--r--src/shaders/ray_triangle.wgsl30
-rw-r--r--src/shaders/render/fullscreen_uv_vs.wgsl15
-rw-r--r--src/shaders/render/fullscreen_vs.wgsl10
-rw-r--r--src/shaders/render/lighting_utils.wgsl6
-rw-r--r--src/shaders/render/raymarching.wgsl66
-rw-r--r--src/shaders/render/raymarching_id.wgsl83
-rw-r--r--src/shaders/render/scene_query_bvh.wgsl67
-rw-r--r--src/shaders/render/scene_query_linear.wgsl56
-rw-r--r--src/shaders/render/shadows.wgsl13
-rw-r--r--src/shaders/sequence_uniforms.wgsl12
-rw-r--r--src/shaders/skybox.wgsl24
31 files changed, 1188 insertions, 0 deletions
diff --git a/src/shaders/camera_common.wgsl b/src/shaders/camera_common.wgsl
new file mode 100644
index 0000000..846d052
--- /dev/null
+++ b/src/shaders/camera_common.wgsl
@@ -0,0 +1,52 @@
+// Camera parameters and helpers for SDF raymarching effects
+
+struct CameraParams {
+ inv_view: mat4x4f,
+ fov: f32,
+ near_plane: f32,
+ far_plane: f32,
+ aspect_ratio: f32,
+}
+
+struct Ray {
+ origin: vec3f,
+ direction: vec3f,
+}
+
+// Generate camera ray for given UV coordinates (-1 to 1)
+fn getCameraRay(cam: CameraParams, uv: vec2f) -> Ray {
+ let cam_pos = vec3f(cam.inv_view[3].x, cam.inv_view[3].y, cam.inv_view[3].z);
+
+ // Compute ray direction from FOV and aspect ratio
+ let tan_fov = tan(cam.fov * 0.5);
+ let ndc = vec3f(uv.x * cam.aspect_ratio * tan_fov, uv.y * tan_fov, -1.0);
+
+ // Transform direction by inverse view matrix (rotation only)
+ let dir = normalize(
+ cam.inv_view[0].xyz * ndc.x +
+ cam.inv_view[1].xyz * ndc.y +
+ cam.inv_view[2].xyz * ndc.z
+ );
+
+ return Ray(cam_pos, dir);
+}
+
+// Extract camera position from inverse view matrix
+fn getCameraPosition(cam: CameraParams) -> vec3f {
+ return vec3f(cam.inv_view[3].x, cam.inv_view[3].y, cam.inv_view[3].z);
+}
+
+// Extract camera forward vector (view direction)
+fn getCameraForward(cam: CameraParams) -> vec3f {
+ return -normalize(vec3f(cam.inv_view[2].x, cam.inv_view[2].y, cam.inv_view[2].z));
+}
+
+// Extract camera up vector
+fn getCameraUp(cam: CameraParams) -> vec3f {
+ return normalize(vec3f(cam.inv_view[1].x, cam.inv_view[1].y, cam.inv_view[1].z));
+}
+
+// Extract camera right vector
+fn getCameraRight(cam: CameraParams) -> vec3f {
+ return normalize(vec3f(cam.inv_view[0].x, cam.inv_view[0].y, cam.inv_view[0].z));
+}
diff --git a/src/shaders/combined_postprocess.wgsl b/src/shaders/combined_postprocess.wgsl
new file mode 100644
index 0000000..c0acfe7
--- /dev/null
+++ b/src/shaders/combined_postprocess.wgsl
@@ -0,0 +1,23 @@
+// Example: Combined post-process using inline functions
+// Demonstrates how to chain multiple simple effects without separate classes
+
+#include "sequence_uniforms"
+#include "postprocess_inline"
+#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main
+
+@group(0) @binding(0) var input_sampler: sampler;
+@group(0) @binding(1) var input_texture: texture_2d<f32>;
+@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams;
+
+@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f {
+ // Sample base color
+ var color = textureSample(input_texture, input_sampler, in.uv);
+
+ // Apply effects in sequence (customize as needed)
+ // color = apply_solarize(color, 0.4, 0.4, uniforms.time);
+ // color = apply_theme(color, vec3f(1.0, 0.8, 0.6), 0.3);
+ color = apply_vignette(color, in.uv, 0.6, 0.1, uniforms.audio_intensity);
+ // color = apply_flash(color, uniforms.beat_phase * 0.2);
+
+ return color;
+}
diff --git a/src/shaders/common_uniforms.wgsl b/src/shaders/common_uniforms.wgsl
new file mode 100644
index 0000000..5dc0251
--- /dev/null
+++ b/src/shaders/common_uniforms.wgsl
@@ -0,0 +1,25 @@
+struct CommonUniforms {
+ resolution: vec2f, // Screen dimensions
+ aspect_ratio: f32, // Width/height ratio
+ time: f32, // Physical time in seconds (unaffected by tempo)
+ beat_time: f32, // Musical time in beats (absolute, tempo-scaled)
+ beat_phase: f32, // Fractional beat (0.0-1.0 within current beat)
+ audio_intensity: f32, // Audio peak for beat sync
+ _pad: f32, // Padding
+};
+struct GlobalUniforms {
+ view_proj: mat4x4f,
+ inv_view_proj: mat4x4f,
+ camera_pos_time: vec4f,
+ params: vec4f,
+ resolution: vec2f,
+};
+struct ObjectData {
+ model: mat4x4f,
+ inv_model: mat4x4f,
+ color: vec4f,
+ params: vec4f,
+};
+struct ObjectsBuffer {
+ objects: array<ObjectData>,
+}; \ No newline at end of file
diff --git a/src/shaders/compute/gen_blend.wgsl b/src/shaders/compute/gen_blend.wgsl
new file mode 100644
index 0000000..c6be7bb
--- /dev/null
+++ b/src/shaders/compute/gen_blend.wgsl
@@ -0,0 +1,29 @@
+// This file is part of the 64k demo project.
+// GPU composite shader: Blend two textures.
+
+struct BlendParams {
+ width: u32,
+ height: u32,
+ blend_factor: f32,
+ _pad0: f32,
+}
+
+@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>;
+@group(0) @binding(1) var<uniform> params: BlendParams;
+@group(0) @binding(2) var input_a: texture_2d<f32>;
+@group(0) @binding(3) var input_b: texture_2d<f32>;
+@group(0) @binding(4) var tex_sampler: sampler;
+
+@compute @workgroup_size(8, 8, 1)
+fn main(@builtin(global_invocation_id) id: vec3<u32>) {
+ if (id.x >= params.width || id.y >= params.height) { return; }
+
+ let uv = vec2f(f32(id.x) / f32(params.width),
+ f32(id.y) / f32(params.height));
+
+ let color_a = textureSampleLevel(input_a, tex_sampler, uv, 0.0);
+ let color_b = textureSampleLevel(input_b, tex_sampler, uv, 0.0);
+ let blended = mix(color_a, color_b, params.blend_factor);
+
+ textureStore(output_tex, id.xy, blended);
+}
diff --git a/src/shaders/compute/gen_grid.wgsl b/src/shaders/compute/gen_grid.wgsl
new file mode 100644
index 0000000..4ce7ea3
--- /dev/null
+++ b/src/shaders/compute/gen_grid.wgsl
@@ -0,0 +1,24 @@
+// GPU procedural grid pattern generator.
+// Simple grid lines with configurable spacing and thickness.
+
+struct GridParams {
+ width: u32,
+ height: u32,
+ grid_size: u32,
+ thickness: u32,
+}
+
+@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>;
+@group(0) @binding(1) var<uniform> params: GridParams;
+
+@compute @workgroup_size(8, 8, 1)
+fn main(@builtin(global_invocation_id) id: vec3<u32>) {
+ if (id.x >= params.width || id.y >= params.height) { return; }
+
+ let on_line = (id.x % params.grid_size) < params.thickness ||
+ (id.y % params.grid_size) < params.thickness;
+
+ let val = select(0.0, 1.0, on_line);
+
+ textureStore(output_tex, id.xy, vec4f(val, val, val, 1.0));
+}
diff --git a/src/shaders/compute/gen_mask.wgsl b/src/shaders/compute/gen_mask.wgsl
new file mode 100644
index 0000000..39f5b50
--- /dev/null
+++ b/src/shaders/compute/gen_mask.wgsl
@@ -0,0 +1,27 @@
+// This file is part of the 64k demo project.
+// GPU composite shader: Multiply texture A by texture B (masking).
+
+struct MaskParams {
+ width: u32,
+ height: u32,
+}
+
+@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>;
+@group(0) @binding(1) var<uniform> params: MaskParams;
+@group(0) @binding(2) var input_a: texture_2d<f32>;
+@group(0) @binding(3) var input_b: texture_2d<f32>;
+@group(0) @binding(4) var tex_sampler: sampler;
+
+@compute @workgroup_size(8, 8, 1)
+fn main(@builtin(global_invocation_id) id: vec3<u32>) {
+ if (id.x >= params.width || id.y >= params.height) { return; }
+
+ let uv = vec2f(f32(id.x) / f32(params.width),
+ f32(id.y) / f32(params.height));
+
+ let color_a = textureSampleLevel(input_a, tex_sampler, uv, 0.0);
+ let mask_b = textureSampleLevel(input_b, tex_sampler, uv, 0.0);
+ let masked = color_a * mask_b;
+
+ textureStore(output_tex, id.xy, masked);
+}
diff --git a/src/shaders/compute/gen_noise.wgsl b/src/shaders/compute/gen_noise.wgsl
new file mode 100644
index 0000000..7b75f13
--- /dev/null
+++ b/src/shaders/compute/gen_noise.wgsl
@@ -0,0 +1,26 @@
+// GPU procedural noise texture generator.
+// Uses compute shader for parallel texture generation.
+
+#include "math/noise"
+
+struct NoiseParams {
+ width: u32,
+ height: u32,
+ seed: f32,
+ frequency: f32,
+}
+
+@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>;
+@group(0) @binding(1) var<uniform> params: NoiseParams;
+
+@compute @workgroup_size(8, 8, 1)
+fn main(@builtin(global_invocation_id) id: vec3<u32>) {
+ if (id.x >= params.width || id.y >= params.height) { return; }
+
+ let uv = vec2f(f32(id.x) / f32(params.width),
+ f32(id.y) / f32(params.height));
+ let p = uv * params.frequency + params.seed;
+ let noise = noise_2d(p);
+
+ textureStore(output_tex, id.xy, vec4f(noise, noise, noise, 1.0));
+}
diff --git a/src/shaders/compute/gen_perlin.wgsl b/src/shaders/compute/gen_perlin.wgsl
new file mode 100644
index 0000000..2807f6d
--- /dev/null
+++ b/src/shaders/compute/gen_perlin.wgsl
@@ -0,0 +1,44 @@
+// GPU procedural Perlin noise texture generator.
+// Fractional Brownian Motion using value noise.
+
+#include "math/noise"
+
+struct PerlinParams {
+ width: u32,
+ height: u32,
+ seed: f32,
+ frequency: f32,
+ amplitude: f32,
+ amplitude_decay: f32,
+ octaves: u32,
+ _pad0: f32, // Padding for alignment
+}
+
+@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>;
+@group(0) @binding(1) var<uniform> params: PerlinParams;
+
+@compute @workgroup_size(8, 8, 1)
+fn main(@builtin(global_invocation_id) id: vec3<u32>) {
+ if (id.x >= params.width || id.y >= params.height) { return; }
+
+ let uv = vec2f(f32(id.x) / f32(params.width),
+ f32(id.y) / f32(params.height));
+
+ var value = 0.0;
+ var amplitude = params.amplitude;
+ var frequency = params.frequency;
+ var total_amp = 0.0;
+
+ for (var o: u32 = 0u; o < params.octaves; o++) {
+ let p = uv * frequency + params.seed;
+ value += noise_2d(p) * amplitude;
+ total_amp += amplitude;
+ frequency *= 2.0;
+ amplitude *= params.amplitude_decay;
+ }
+
+ value /= total_amp;
+ let clamped = clamp(value, 0.0, 1.0);
+
+ textureStore(output_tex, id.xy, vec4f(clamped, clamped, clamped, 1.0));
+}
diff --git a/src/shaders/gaussian_blur.wgsl b/src/shaders/gaussian_blur.wgsl
new file mode 100644
index 0000000..7f85719
--- /dev/null
+++ b/src/shaders/gaussian_blur.wgsl
@@ -0,0 +1,32 @@
+// Gaussian blur shader for Sequence v2
+#include "sequence_uniforms"
+#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main
+
+@group(0) @binding(0) var input_sampler: sampler;
+@group(0) @binding(1) var input_texture: texture_2d<f32>;
+@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams;
+
+struct GaussianBlurParams {
+ direction: vec2f,
+ radius: f32,
+ _pad: f32,
+};
+@group(0) @binding(3) var<uniform> params: GaussianBlurParams;
+
+@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f {
+ let texel_size = 1.0 / uniforms.resolution;
+ let offset = params.direction * texel_size;
+
+ var color = vec4f(0.0);
+ let kernel_size = i32(params.radius);
+ var weight_sum = 0.0;
+
+ for (var i = -kernel_size; i <= kernel_size; i++) {
+ let sample_offset = f32(i) * offset;
+ let weight = exp(-f32(i * i) / (2.0 * params.radius * params.radius));
+ color += textureSample(input_texture, input_sampler, in.uv + sample_offset) * weight;
+ weight_sum += weight;
+ }
+
+ return color / weight_sum;
+}
diff --git a/src/shaders/heptagon.wgsl b/src/shaders/heptagon.wgsl
new file mode 100644
index 0000000..a8a450f
--- /dev/null
+++ b/src/shaders/heptagon.wgsl
@@ -0,0 +1,33 @@
+// Heptagon shader for Sequence v2
+#include "sequence_uniforms"
+#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main
+
+// Standard v2 post-process layout (bindings 0,1 unused for scene effects)
+@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams;
+
+fn sdf_heptagon(p: vec2f, r: f32) -> f32 {
+ let an = 3.141593 / 7.0; // PI/7 for heptagon
+ let acs = vec2f(cos(an), sin(an));
+ let bn = (atan2(p.x, p.y) % (2.0 * an)) - an;
+ let q = length(p) * vec2f(cos(bn), abs(sin(bn)));
+ return length(q - r * acs) * sign(q.x - r * acs.x);
+}
+
+@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f {
+ let aspect = uniforms.aspect_ratio;
+ let uv = (in.uv * 2.0 - 1.0) * vec2f(aspect, 1.0);
+
+ let rotation = uniforms.beat_time * 0.5;
+ let c = cos(rotation);
+ let s = sin(rotation);
+ let rot_uv = vec2f(
+ uv.x * c - uv.y * s,
+ uv.x * s + uv.y * c
+ );
+
+ let dist = sdf_heptagon(rot_uv, 0.3);
+ let color = mix(vec3f(0.2, 0.4, 0.8), vec3f(1.0, 0.8, 0.2),
+ smoothstep(0.01, -0.01, dist));
+
+ return vec4f(color, 1.0);
+}
diff --git a/src/shaders/lighting.wgsl b/src/shaders/lighting.wgsl
new file mode 100644
index 0000000..fd92c1a
--- /dev/null
+++ b/src/shaders/lighting.wgsl
@@ -0,0 +1,24 @@
+fn get_normal_basic(p: vec3f, obj_params: vec4f) -> vec3f {
+ let obj_type = obj_params.x;
+ if (obj_type == 1.0) { return normalize(p); }
+ let e = vec2f(0.001, 0.0);
+ return normalize(vec3f(
+ get_dist(p + e.xyy, obj_params) - get_dist(p - e.xyy, obj_params),
+ get_dist(p + e.yxy, obj_params) - get_dist(p - e.yxy, obj_params),
+ get_dist(p + e.yyx, obj_params) - get_dist(p - e.yyx, obj_params)
+ ));
+}
+
+fn calc_shadow(ro: vec3f, rd: vec3f, tmin: f32, tmax: f32, skip_idx: u32) -> f32 {
+ var res = 1.0;
+ var t = tmin;
+ if (t < 0.05) { t = 0.05; }
+ for (var i = 0; i < 32; i = i + 1) {
+ let h = map_scene(ro + rd * t, skip_idx);
+ if (h < 0.001) { return 0.0; }
+ res = min(res, 16.0 * h / t);
+ t = t + clamp(h, 0.02, 0.4);
+ if (t > tmax) { break; }
+ }
+ return clamp(res, 0.0, 1.0);
+}
diff --git a/src/shaders/math/color.wgsl b/src/shaders/math/color.wgsl
new file mode 100644
index 0000000..9352053
--- /dev/null
+++ b/src/shaders/math/color.wgsl
@@ -0,0 +1,27 @@
+// Common color space and tone mapping functions.
+
+// sRGB to Linear approximation
+// Note: Assumes input is in sRGB color space.
+fn sRGB(t: vec3f) -> vec3f {
+ return mix(1.055 * pow(t, vec3f(1.0/2.4)) - 0.055, 12.92 * t, step(t, vec3f(0.0031308)));
+}
+
+// ACES Filmic Tone Mapping (Approximate)
+// A common tone mapping algorithm used in games and film.
+fn aces_approx(v_in: vec3f) -> vec3f {
+ var v = max(v_in, vec3f(0.0));
+ v *= 0.6;
+ let a = 2.51;
+ let b = 0.03;
+ let c = 2.43;
+ let d = 0.59;
+ let e = 0.14;
+ return clamp((v * (a * v + b)) / (v * (c * v + d) + e), vec3f(0.0), vec3f(1.0));
+}
+
+// HSV to RGB conversion
+const hsv2rgb_K = vec4f(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
+fn hsv2rgb(c: vec3f) -> vec3f {
+ let p = abs(fract(c.xxx + hsv2rgb_K.xyz) * 6.0 - hsv2rgb_K.www);
+ return c.z * mix(hsv2rgb_K.xxx, clamp(p - hsv2rgb_K.xxx, vec3f(0.0), vec3f(1.0)), c.y);
+}
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;
+}
diff --git a/src/shaders/math/noise.wgsl b/src/shaders/math/noise.wgsl
new file mode 100644
index 0000000..dd97e02
--- /dev/null
+++ b/src/shaders/math/noise.wgsl
@@ -0,0 +1,147 @@
+// Random number generation and noise functions for WGSL shaders.
+// Collection of hash functions and noise generators.
+
+// ============================================
+// Hash Functions (Float Input)
+// ============================================
+
+// Hash: f32 -> f32
+// Fast fractional hash for floats
+fn hash_1f(x: f32) -> f32 {
+ var v = fract(x * 0.3351);
+ v *= v + 33.33;
+ v *= v + v;
+ return fract(v);
+}
+
+// Hash: vec2f -> f32
+// 2D coordinate to single hash value
+fn hash_2f(p: vec2f) -> f32 {
+ var h = dot(p, vec2f(127.1, 311.7));
+ return fract(sin(h) * 43758.5453123);
+}
+
+// Hash: vec2f -> vec2f
+// 2D coordinate to 2D hash (from Shadertoy 4djSRW)
+fn hash_2f_2f(p: vec2f) -> vec2f {
+ var p3 = fract(vec3f(p.x, p.y, p.x) * vec3f(0.1021, 0.1013, 0.0977));
+ p3 += dot(p3, p3.yzx + 33.33);
+ return fract((p3.xx + p3.yz) * p3.zy);
+}
+
+// Hash: vec3f -> f32
+// 3D coordinate to single hash value
+fn hash_3f(p: vec3f) -> f32 {
+ var h = dot(p, vec3f(127.1, 311.7, 74.7));
+ return fract(sin(h) * 43758.5453123);
+}
+
+// Hash: vec3f -> vec3f
+// 3D coordinate to 3D hash
+fn hash_3f_3f(p: vec3f) -> vec3f {
+ var v = fract(p);
+ v += dot(v, v.yxz + 32.41);
+ return fract((v.xxy + v.yzz) * v.zyx);
+}
+
+// ============================================
+// Hash Functions (Integer Input)
+// ============================================
+
+// Hash: u32 -> f32
+// Integer hash with bit operations (high quality)
+fn hash_1u(p: u32) -> f32 {
+ var P = (p << 13u) ^ p;
+ P = P * (P * P * 15731u + 789221u) + 1376312589u;
+ return bitcast<f32>((P >> 9u) | 0x3f800000u) - 1.0;
+}
+
+// Hash: u32 -> vec2f
+fn hash_1u_2f(p: u32) -> vec2f {
+ return vec2f(hash_1u(p), hash_1u(p + 1423u));
+}
+
+// Hash: u32 -> vec3f
+fn hash_1u_3f(p: u32) -> vec3f {
+ return vec3f(hash_1u(p), hash_1u(p + 1423u), hash_1u(p + 124453u));
+}
+
+// ============================================
+// Noise Functions
+// ============================================
+
+// Value Noise: 2D
+// Interpolated grid noise using smoothstep
+fn noise_2d(p: vec2f) -> f32 {
+ let i = floor(p);
+ let f = fract(p);
+ let u = f * f * (3.0 - 2.0 * f);
+ let n0 = hash_2f(i + vec2f(0.0, 0.0));
+ let n1 = hash_2f(i + vec2f(1.0, 0.0));
+ let n2 = hash_2f(i + vec2f(0.0, 1.0));
+ let n3 = hash_2f(i + vec2f(1.0, 1.0));
+ let ix0 = mix(n0, n1, u.x);
+ let ix1 = mix(n2, n3, u.x);
+ return mix(ix0, ix1, u.y);
+}
+
+// Value Noise: 3D
+fn noise_3d(p: vec3f) -> f32 {
+ let i = floor(p);
+ let f = fract(p);
+ let u = f * f * (3.0 - 2.0 * f);
+ let n000 = hash_3f(i + vec3f(0.0, 0.0, 0.0));
+ let n100 = hash_3f(i + vec3f(1.0, 0.0, 0.0));
+ let n010 = hash_3f(i + vec3f(0.0, 1.0, 0.0));
+ let n110 = hash_3f(i + vec3f(1.0, 1.0, 0.0));
+ let n001 = hash_3f(i + vec3f(0.0, 0.0, 1.0));
+ let n101 = hash_3f(i + vec3f(1.0, 0.0, 1.0));
+ let n011 = hash_3f(i + vec3f(0.0, 1.0, 1.0));
+ let n111 = hash_3f(i + vec3f(1.0, 1.0, 1.0));
+ let ix00 = mix(n000, n100, u.x);
+ let ix10 = mix(n010, n110, u.x);
+ let ix01 = mix(n001, n101, u.x);
+ let ix11 = mix(n011, n111, u.x);
+ let iy0 = mix(ix00, ix10, u.y);
+ let iy1 = mix(ix01, ix11, u.y);
+ return mix(iy0, iy1, u.z);
+}
+
+// ============================================
+// Special Functions
+// ============================================
+
+// Gyroid function (periodic triply-orthogonal minimal surface)
+// Useful for procedural patterns and cellular structures
+fn gyroid(p: vec3f) -> f32 {
+ return abs(0.04 + dot(sin(p), cos(p.zxy)));
+}
+
+// Fractional Brownian Motion (FBM) 2D
+// Multi-octave noise for natural-looking variation
+fn fbm_2d(p: vec2f, octaves: i32) -> f32 {
+ var value = 0.0;
+ var amplitude = 0.5;
+ var frequency = 1.0;
+ var pos = p;
+ for (var i = 0; i < octaves; i++) {
+ value += amplitude * noise_2d(pos * frequency);
+ frequency *= 2.0;
+ amplitude *= 0.5;
+ }
+ return value;
+}
+
+// Fractional Brownian Motion (FBM) 3D
+fn fbm_3d(p: vec3f, octaves: i32) -> f32 {
+ var value = 0.0;
+ var amplitude = 0.5;
+ var frequency = 1.0;
+ var pos = p;
+ for (var i = 0; i < octaves; i++) {
+ value += amplitude * noise_3d(pos * frequency);
+ frequency *= 2.0;
+ amplitude *= 0.5;
+ }
+ return value;
+}
diff --git a/src/shaders/math/sdf_shapes.wgsl b/src/shaders/math/sdf_shapes.wgsl
new file mode 100644
index 0000000..2dfae3e
--- /dev/null
+++ b/src/shaders/math/sdf_shapes.wgsl
@@ -0,0 +1,30 @@
+// 3D SDF primitives
+fn sdSphere(p: vec3f, r: f32) -> f32 {
+ return length(p) - r;
+}
+
+fn sdBox(p: vec3f, b: vec3f) -> f32 {
+ let q = abs(p) - b;
+ return length(max(q, vec3f(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
+}
+
+fn sdTorus(p: vec3f, t: vec2f) -> f32 {
+ let q = vec2f(length(p.xz) - t.x, p.y);
+ return length(q) - t.y;
+}
+
+fn sdPlane(p: vec3f, n: vec3f, h: f32) -> f32 {
+ return dot(p, n) + h;
+}
+
+// 2D SDF primitives
+fn sdBox2D(p: vec2f, b: vec2f) -> f32 {
+ let d = abs(p) - b;
+ return length(max(d, vec2f(0.0))) + min(max(d.x, d.y), 0.0);
+}
+
+// Approximate
+fn sdEllipse(p: vec2f, ab: vec2f) -> f32 {
+ let d = length(p / ab);
+ return length(p) * (1.0 - 1.0 / d);
+}
diff --git a/src/shaders/math/sdf_utils.wgsl b/src/shaders/math/sdf_utils.wgsl
new file mode 100644
index 0000000..5a77c7e
--- /dev/null
+++ b/src/shaders/math/sdf_utils.wgsl
@@ -0,0 +1,115 @@
+fn get_normal_basic(p: vec3f, obj_params: vec4f) -> vec3f {
+ let obj_type = obj_params.x;
+ if (obj_type == 1.0) { return normalize(p); }
+ let e = vec2f(0.001, 0.0);
+ return normalize(vec3f(
+ get_dist(p + e.xyy, obj_params) - get_dist(p - e.xyy, obj_params),
+ get_dist(p + e.yxy, obj_params) - get_dist(p - e.yxy, obj_params),
+ get_dist(p + e.yyx, obj_params) - get_dist(p - e.yyx, obj_params)
+ ));
+}
+
+// Optimized normal estimation using tetrahedron pattern (4 SDF evals instead of 6).
+// Slightly less accurate than central differences but faster.
+// Uses tetrahedral gradient approximation with corners at (±1, ±1, ±1).
+fn get_normal_fast(p: vec3f, obj_params: vec4f) -> vec3f {
+ let obj_type = obj_params.x;
+ if (obj_type == 1.0) { return normalize(p); }
+ let eps = 0.0001;
+ let k = vec2f(1.0, -1.0);
+ return normalize(
+ k.xyy * get_dist(p + k.xyy * eps, obj_params) +
+ k.yyx * get_dist(p + k.yyx * eps, obj_params) +
+ k.yxy * get_dist(p + k.yxy * eps, obj_params) +
+ k.xxx * get_dist(p + k.xxx * eps, obj_params)
+ );
+}
+
+// Bump-mapped normal using central differences (6 samples: SDF + texture).
+// High quality, suitable for detailed surfaces with displacement mapping.
+// Note: Requires spherical_uv() function and get_dist() to be available in calling context.
+fn get_normal_bump(
+ p: vec3f,
+ obj_params: vec4f,
+ noise_tex: texture_2d<f32>,
+ noise_sampler: sampler,
+ disp_strength: f32
+) -> vec3f {
+ let e = vec2f(0.005, 0.0);
+
+ let q_x1 = p + e.xyy;
+ let uv_x1 = spherical_uv(q_x1);
+ let h_x1 = textureSample(noise_tex, noise_sampler, uv_x1).r;
+ let d_x1 = get_dist(q_x1, obj_params) - disp_strength * h_x1;
+
+ let q_x2 = p - e.xyy;
+ let uv_x2 = spherical_uv(q_x2);
+ let h_x2 = textureSample(noise_tex, noise_sampler, uv_x2).r;
+ let d_x2 = get_dist(q_x2, obj_params) - disp_strength * h_x2;
+
+ let q_y1 = p + e.yxy;
+ let uv_y1 = spherical_uv(q_y1);
+ let h_y1 = textureSample(noise_tex, noise_sampler, uv_y1).r;
+ let d_y1 = get_dist(q_y1, obj_params) - disp_strength * h_y1;
+
+ let q_y2 = p - e.yxy;
+ let uv_y2 = spherical_uv(q_y2);
+ let h_y2 = textureSample(noise_tex, noise_sampler, uv_y2).r;
+ let d_y2 = get_dist(q_y2, obj_params) - disp_strength * h_y2;
+
+ let q_z1 = p + e.yyx;
+ let uv_z1 = spherical_uv(q_z1);
+ let h_z1 = textureSample(noise_tex, noise_sampler, uv_z1).r;
+ let d_z1 = get_dist(q_z1, obj_params) - disp_strength * h_z1;
+
+ let q_z2 = p - e.yyx;
+ let uv_z2 = spherical_uv(q_z2);
+ let h_z2 = textureSample(noise_tex, noise_sampler, uv_z2).r;
+ let d_z2 = get_dist(q_z2, obj_params) - disp_strength * h_z2;
+
+ return normalize(vec3f(d_x1 - d_x2, d_y1 - d_y2, d_z1 - d_z2));
+}
+
+// Optimized bump-mapped normal using tetrahedron pattern (4 samples instead of 6).
+// 33% faster than get_normal_bump(), slightly less accurate.
+// Suitable for real-time rendering with displacement mapping.
+fn get_normal_bump_fast(
+ p: vec3f,
+ obj_params: vec4f,
+ noise_tex: texture_2d<f32>,
+ noise_sampler: sampler,
+ disp_strength: f32
+) -> vec3f {
+ let eps = 0.0005;
+ let k = vec2f(1.0, -1.0);
+
+ let q1 = p + k.xyy * eps;
+ let uv1 = spherical_uv(q1);
+ let h1 = textureSample(noise_tex, noise_sampler, uv1).r;
+ let d1 = get_dist(q1, obj_params) - disp_strength * h1;
+
+ let q2 = p + k.yyx * eps;
+ let uv2 = spherical_uv(q2);
+ let h2 = textureSample(noise_tex, noise_sampler, uv2).r;
+ let d2 = get_dist(q2, obj_params) - disp_strength * h2;
+
+ let q3 = p + k.yxy * eps;
+ let uv3 = spherical_uv(q3);
+ let h3 = textureSample(noise_tex, noise_sampler, uv3).r;
+ let d3 = get_dist(q3, obj_params) - disp_strength * h3;
+
+ let q4 = p + k.xxx * eps;
+ let uv4 = spherical_uv(q4);
+ let h4 = textureSample(noise_tex, noise_sampler, uv4).r;
+ let d4 = get_dist(q4, obj_params) - disp_strength * h4;
+
+ return normalize(k.xyy * d1 + k.yyx * d2 + k.yxy * d3 + k.xxx * d4);
+}
+
+// Distance to an Axis-Aligned Bounding Box
+fn aabb_sdf(p: vec3f, min_p: vec3f, max_p: vec3f) -> f32 {
+ let center = (min_p + max_p) * 0.5;
+ let extent = (max_p - min_p) * 0.5;
+ let q = abs(p - center) - extent;
+ return length(max(q, vec3f(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
+}
diff --git a/src/shaders/math/utils.wgsl b/src/shaders/math/utils.wgsl
new file mode 100644
index 0000000..c75cb66
--- /dev/null
+++ b/src/shaders/math/utils.wgsl
@@ -0,0 +1,14 @@
+// General-purpose math utility functions.
+
+// Returns a 2x2 rotation matrix.
+fn rot(a: f32) -> mat2x2f {
+ let c = cos(a);
+ let s = sin(a);
+ return mat2x2f(c, s, -s, c);
+}
+
+// Fast approximation of tanh.
+fn tanh_approx(x: f32) -> f32 {
+ let x2 = x * x;
+ return clamp(x * (27.0 + x2) / (27.0 + 9.0 * x2), -1.0, 1.0);
+}
diff --git a/src/shaders/passthrough.wgsl b/src/shaders/passthrough.wgsl
new file mode 100644
index 0000000..bce377c
--- /dev/null
+++ b/src/shaders/passthrough.wgsl
@@ -0,0 +1,11 @@
+// Passthrough shader for Sequence v2
+#include "sequence_uniforms"
+#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main
+
+@group(0) @binding(0) var input_sampler: sampler;
+@group(0) @binding(1) var input_texture: texture_2d<f32>;
+@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams;
+
+@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f {
+ return textureSample(input_texture, input_sampler, in.uv);
+}
diff --git a/src/shaders/postprocess_inline.wgsl b/src/shaders/postprocess_inline.wgsl
new file mode 100644
index 0000000..84ef3d3
--- /dev/null
+++ b/src/shaders/postprocess_inline.wgsl
@@ -0,0 +1,61 @@
+// Inline post-process functions for simple effects
+// Use these instead of separate effect classes for v2 sequences
+
+// Vignette: darkens edges based on distance from center
+fn apply_vignette(color: vec4f, uv: vec2f, radius: f32, softness: f32, intensity: f32) -> vec4f {
+ let d = distance(uv, vec2f(0.5, 0.5));
+ let vignette = smoothstep(radius, radius - softness, d);
+ return vec4f(color.rgb * mix(1.0, vignette, intensity), color.a);
+}
+
+// Flash: additive white flash
+fn apply_flash(color: vec4f, flash_intensity: f32) -> vec4f {
+ return color + vec4f(flash_intensity, flash_intensity, flash_intensity, 0.0);
+}
+
+// Fade: linear interpolation to target color
+fn apply_fade(color: vec4f, fade_amount: f32, fade_color: vec3f) -> vec4f {
+ return vec4f(mix(color.rgb, fade_color, fade_amount), color.a);
+}
+
+// Theme modulation: multiply by color tint
+fn apply_theme(color: vec4f, theme_color: vec3f, strength: f32) -> vec4f {
+ return vec4f(mix(color.rgb, color.rgb * theme_color, strength), color.a);
+}
+
+// Solarize: threshold-based color inversion
+fn apply_solarize(color: vec4f, threshold: f32, strength: f32, time: f32) -> vec4f {
+ let pattern_num = u32(time / 2.0);
+ let is_even = (pattern_num % 2u) == 0u;
+ let thr = threshold + 0.15 * sin(time);
+ var col = color;
+
+ if (is_even) {
+ if (col.r < thr) { col.r = mix(col.r, 1.0 - col.r, strength); }
+ if (col.g < thr) { col.g = mix(col.g, 1.0 - col.g * 0.7, strength * 0.7); }
+ if (col.b < thr) { col.b = mix(col.b, col.b * 0.5, strength); }
+ } else {
+ if (col.r < thr) { col.r = mix(col.r, col.r * 0.6, strength); }
+ if (col.g < thr) { col.g = mix(col.g, 1.0 - col.g * 0.8, strength * 0.8); }
+ if (col.b < thr) { col.b = mix(col.b, 1.0 - col.b, strength); }
+ }
+ return col;
+}
+
+// Chroma aberration: RGB channel offset
+fn apply_chroma_aberration(input_tex: texture_2d<f32>, input_sampler: sampler,
+ uv: vec2f, offset: f32, resolution: vec2f) -> vec4f {
+ let pixel_offset = offset / resolution;
+ let r = textureSample(input_tex, input_sampler, uv + vec2f(pixel_offset.x, 0.0)).r;
+ let g = textureSample(input_tex, input_sampler, uv).g;
+ let b = textureSample(input_tex, input_sampler, uv - vec2f(pixel_offset.x, 0.0)).b;
+ let a = textureSample(input_tex, input_sampler, uv).a;
+ return vec4f(r, g, b, a);
+}
+
+// Distort: UV distortion based on time
+fn apply_distort(uv: vec2f, time: f32, strength: f32) -> vec2f {
+ let distort_x = sin(uv.y * 10.0 + time * 2.0) * strength;
+ let distort_y = cos(uv.x * 10.0 + time * 2.0) * strength;
+ return uv + vec2f(distort_x, distort_y);
+}
diff --git a/src/shaders/ray_box.wgsl b/src/shaders/ray_box.wgsl
new file mode 100644
index 0000000..37b9d6a
--- /dev/null
+++ b/src/shaders/ray_box.wgsl
@@ -0,0 +1,16 @@
+struct RayBounds {
+ t_entry: f32,
+ t_exit: f32,
+ hit: bool,
+};
+
+fn ray_box_intersection(ro: vec3f, rd: vec3f, extent: vec3f) -> RayBounds {
+ let inv_rd = 1.0 / rd;
+ let t0 = (-extent - ro) * inv_rd;
+ let t1 = (extent - ro) * inv_rd;
+ let tmin_vec = min(t0, t1);
+ let tmax_vec = max(t0, t1);
+ let t_entry = max(0.0, max(tmin_vec.x, max(tmin_vec.y, tmin_vec.z)));
+ let t_exit = min(tmax_vec.x, min(tmax_vec.y, tmax_vec.z));
+ return RayBounds(t_entry, t_exit, t_entry <= t_exit);
+}
diff --git a/src/shaders/ray_triangle.wgsl b/src/shaders/ray_triangle.wgsl
new file mode 100644
index 0000000..ece823a
--- /dev/null
+++ b/src/shaders/ray_triangle.wgsl
@@ -0,0 +1,30 @@
+// This file is part of the 64k demo project.
+// Möller-Trumbore ray-triangle intersection algorithm.
+// Reference: "Fast, Minimum Storage Ray-Triangle Intersection"
+
+struct TriangleHit {
+ uv: vec2f,
+ z: f32,
+ N: vec3f,
+ hit: bool,
+};
+
+fn ray_triangle_intersection(
+ orig: vec3f,
+ dir: vec3f,
+ p0: vec3f,
+ p1: vec3f,
+ p2: vec3f
+) -> TriangleHit {
+ let d10 = p1 - p0;
+ let d20 = p2 - p0;
+ let N = cross(d10, d20);
+ let det = -dot(dir, N);
+ let invdet = 1.0 / det;
+ let d0 = orig - p0;
+ let nd = cross(d0, dir);
+ let uv = vec2f(dot(d20, nd), -dot(d10, nd)) * invdet;
+ let z = dot(d0, N) * invdet;
+ let hit = det > 0.0 && z >= 0.0 && uv.x >= 0.0 && uv.y >= 0.0 && (uv.x + uv.y) < 1.0;
+ return TriangleHit(uv, z, N, hit);
+}
diff --git a/src/shaders/render/fullscreen_uv_vs.wgsl b/src/shaders/render/fullscreen_uv_vs.wgsl
new file mode 100644
index 0000000..f9ae427
--- /dev/null
+++ b/src/shaders/render/fullscreen_uv_vs.wgsl
@@ -0,0 +1,15 @@
+// Common vertex shader for fullscreen post-processing effects.
+// Draws a single triangle that covers the entire screen, with uv
+// coordinates in [0..1]
+struct VertexOutput {
+ @builtin(position) position: vec4f,
+ @location(0) uv: vec2f,
+};
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> VertexOutput {
+ let pos = array<vec4f, 3>(vec4f(-1, -1, 0, 1.), vec4f(3, -1, 2., 1.), vec4f(-1, 3, 0, -1));
+ var out: VertexOutput;
+ out.position = vec4f(pos[i].xy, 0.0, 1.0);
+ out.uv = pos[i].zw;
+ return out;
+}
diff --git a/src/shaders/render/fullscreen_vs.wgsl b/src/shaders/render/fullscreen_vs.wgsl
new file mode 100644
index 0000000..507b892
--- /dev/null
+++ b/src/shaders/render/fullscreen_vs.wgsl
@@ -0,0 +1,10 @@
+// Common vertex shader for fullscreen post-processing effects.
+// Draws a single triangle that covers the entire screen.
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4f {
+ var pos = array<vec2f, 3>(
+ vec2f(-1, -1),
+ vec2f( 3, -1),
+ vec2f(-1, 3)
+ );
+ return vec4f(pos[i], 0.0, 1.0);
+}
diff --git a/src/shaders/render/lighting_utils.wgsl b/src/shaders/render/lighting_utils.wgsl
new file mode 100644
index 0000000..f805860
--- /dev/null
+++ b/src/shaders/render/lighting_utils.wgsl
@@ -0,0 +1,6 @@
+fn calculate_lighting(color: vec3f, normal: vec3f, pos: vec3f, shadow: f32) -> vec3f {
+ let light_dir = normalize(vec3f(1.0, 1.0, 1.0));
+ let diffuse = max(dot(normal, light_dir), 0.0);
+ let lighting = diffuse * (0.1 + 0.9 * shadow) + 0.1; // Ambient + Shadowed Diffuse
+ return color * lighting;
+}
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;
+}
diff --git a/src/shaders/render/raymarching_id.wgsl b/src/shaders/render/raymarching_id.wgsl
new file mode 100644
index 0000000..d9f32b2
--- /dev/null
+++ b/src/shaders/render/raymarching_id.wgsl
@@ -0,0 +1,83 @@
+// Common functions for Signed Distance Field (SDF) raymarching with object ID.
+//
+// Required user-defined functions:
+// - dfWithID(vec3f) -> RayMarchResult
+//
+// Requires constants from raymarching.wgsl:
+// TOLERANCE, MAX_RAY_LENGTH, MAX_RAY_MARCHES, NORM_OFF
+#include "render/raymarching"
+
+// ============================================================================
+// Two-Pass Raymarching Support
+// ============================================================================
+// Design note: RayMarchResult is passed/returned by value (not pointer).
+// At 12 bytes (3×f32), return value optimization makes this efficient.
+// See doc/CODING_STYLE.md for rationale.
+
+struct RayMarchResult {
+ distance: f32, // Distance to surface (MAX_RAY_LENGTH if miss)
+ distance_max: f32, // Total distance marched (for fog/AO)
+ object_id: f32, // Object identifier (0.0 = background)
+}
+
+// Raymarch with object ID tracking.
+fn rayMarchWithID(ro: vec3f, rd: vec3f, init: RayMarchResult) -> RayMarchResult {
+ var t = init.distance;
+ var result = init;
+
+ for (var i = 0; i < MAX_RAY_MARCHES; i++) {
+ if (t > MAX_RAY_LENGTH) {
+ result.distance = MAX_RAY_LENGTH;
+ result.distance_max = MAX_RAY_LENGTH;
+ break;
+ }
+ let sample = dfWithID(ro + rd * t);
+ if (sample.distance < TOLERANCE) {
+ result.distance = t;
+ result.distance_max = t;
+ result.object_id = sample.object_id;
+ break;
+ }
+ t += sample.distance;
+ }
+
+ return result;
+}
+
+// Reconstruct world position from stored result.
+fn reconstructPosition(ray: Ray, result: RayMarchResult) -> vec3f {
+ return ray.origin + ray.direction * result.distance;
+}
+
+// Normal calculation using dfWithID.
+fn normalWithID(pos: vec3f) -> vec3f {
+ let eps = vec2f(NORM_OFF, 0.0);
+ var nor: vec3f;
+ nor.x = dfWithID(pos + eps.xyy).distance - dfWithID(pos - eps.xyy).distance;
+ nor.y = dfWithID(pos + eps.yxy).distance - dfWithID(pos - eps.yxy).distance;
+ nor.z = dfWithID(pos + eps.yyx).distance - dfWithID(pos - eps.yyx).distance;
+ return normalize(nor);
+}
+
+// Shadow using stored intersection distance.
+fn shadowWithStoredDistance(lp: vec3f, ld: vec3f, stored_dist: f32) -> f32 {
+ let ds = 1.0 - 0.4;
+ var t = 0.01;
+ 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 = dfWithID(p).distance;
+ if (d < TOLERANCE || t >= stored_dist) {
+ let sd = 1.0 - exp(-smul * max(t / stored_dist - soff, 0.0));
+ return select(mix(sd, 1.0, smoothstep(0.0, 0.025, nd)), sd, t >= stored_dist);
+ }
+ nd = min(nd, d);
+ t += ds * d;
+ }
+ let sd = 1.0 - exp(-smul * max(t / stored_dist - soff, 0.0));
+ return sd;
+}
diff --git a/src/shaders/render/scene_query_bvh.wgsl b/src/shaders/render/scene_query_bvh.wgsl
new file mode 100644
index 0000000..cf2136b
--- /dev/null
+++ b/src/shaders/render/scene_query_bvh.wgsl
@@ -0,0 +1,67 @@
+#include "math/sdf_shapes"
+#include "math/sdf_utils"
+
+struct BVHNode {
+ min: vec3f,
+ left_idx: i32,
+ max: vec3f,
+ obj_idx_or_right: i32,
+};
+
+@group(0) @binding(2) var<storage, read> bvh_nodes: array<BVHNode>;
+
+fn get_dist(p: vec3f, obj_params: vec4f) -> f32 {
+ let obj_type = obj_params.x;
+ if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere
+ if (obj_type == 2.0) { return sdBox(p, vec3f(1.0)); } // Unit Box
+ if (obj_type == 3.0) { return sdTorus(p, vec2f(1.0, 0.4)); } // Unit Torus
+ if (obj_type == 4.0) { return sdPlane(p, vec3f(0.0, 1.0, 0.0), 0.0); }
+ if (obj_type == 5.0) { return sdBox(p, obj_params.yzw); } // MESH AABB
+ return 100.0;
+}
+
+fn map_scene(p: vec3f, skip_idx: u32) -> f32 {
+ var d = 1000.0;
+ var stack: array<i32, 32>;
+ var stack_ptr = 0;
+
+ if (arrayLength(&bvh_nodes) > 0u) {
+ stack[stack_ptr] = 0;
+ stack_ptr++;
+ }
+
+ while (stack_ptr > 0) {
+ stack_ptr--;
+ let node_idx = stack[stack_ptr];
+ let node = bvh_nodes[node_idx];
+
+ if (aabb_sdf(p, node.min, node.max) < d) {
+ if (node.left_idx < 0) { // Leaf
+ let obj_idx = u32(node.obj_idx_or_right);
+ if (obj_idx == skip_idx) { continue; }
+ let obj = object_data.objects[obj_idx];
+ let q = (obj.inv_model * vec4f(p, 1.0)).xyz;
+
+ // Extract scale factors from the model matrix
+ let sx = length(obj.model[0].xyz);
+ let sy = length(obj.model[1].xyz);
+ let sz = length(obj.model[2].xyz);
+
+ var s = min(sx, min(sy, sz));
+ if (obj.params.x == 4.0) {
+ s = sy; // Plane normal is (0,1,0) in local space
+ }
+
+ d = min(d, get_dist(q, obj.params) * s);
+ } else { // Internal
+ if (stack_ptr < 31) {
+ stack[stack_ptr] = node.left_idx;
+ stack_ptr++;
+ stack[stack_ptr] = node.obj_idx_or_right;
+ stack_ptr++;
+ }
+ }
+ }
+ }
+ return d;
+}
diff --git a/src/shaders/render/scene_query_linear.wgsl b/src/shaders/render/scene_query_linear.wgsl
new file mode 100644
index 0000000..5864b6f
--- /dev/null
+++ b/src/shaders/render/scene_query_linear.wgsl
@@ -0,0 +1,56 @@
+#include "math/sdf_shapes"
+#include "math/sdf_utils"
+
+fn get_dist(p: vec3f, obj_params: vec4f) -> f32 {
+ let obj_type = obj_params.x;
+ if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere
+ if (obj_type == 2.0) { return sdBox(p, vec3f(1.0)); } // Unit Box
+ if (obj_type == 3.0) { return sdTorus(p, vec2f(1.0, 0.4)); } // Unit Torus
+ if (obj_type == 4.0) { return sdPlane(p, vec3f(0.0, 1.0, 0.0), 0.0); }
+ if (obj_type == 5.0) { return sdBox(p, obj_params.yzw); } // MESH AABB
+ return 100.0;
+}
+
+fn map_scene(p: vec3f, skip_idx: u32) -> f32 {
+
+ var d = 1000.0;
+
+ let num_objects = arrayLength(&object_data.objects);
+
+ for (var i = 0u; i < num_objects; i++) {
+
+ if (i == skip_idx) { continue; }
+
+ let obj = object_data.objects[i];
+
+ let q = (obj.inv_model * vec4f(p, 1.0)).xyz;
+
+
+
+ // Extract scale factors from the model matrix
+
+ let sx = length(obj.model[0].xyz);
+
+ let sy = length(obj.model[1].xyz);
+
+ let sz = length(obj.model[2].xyz);
+
+
+
+ var s = min(sx, min(sy, sz));
+
+ if (obj.params.x == 4.0) {
+
+ s = sy; // Plane normal is (0,1,0) in local space
+
+ }
+
+
+
+ d = min(d, get_dist(q, obj.params) * s);
+
+ }
+
+ return d;
+
+}
diff --git a/src/shaders/render/shadows.wgsl b/src/shaders/render/shadows.wgsl
new file mode 100644
index 0000000..b71e073
--- /dev/null
+++ b/src/shaders/render/shadows.wgsl
@@ -0,0 +1,13 @@
+fn calc_shadow(ro: vec3f, rd: vec3f, tmin: f32, tmax: f32, skip_idx: u32) -> f32 {
+ var res = 1.0;
+ var t = tmin;
+ if (t < 0.05) { t = 0.05; }
+ for (var i = 0; i < 32; i = i + 1) {
+ let h = map_scene(ro + rd * t, skip_idx);
+ if (h < 0.001) { return 0.0; }
+ res = min(res, 16.0 * h / t);
+ t = t + clamp(h, 0.02, 0.4);
+ if (t > tmax) { break; }
+ }
+ return clamp(res, 0.0, 1.0);
+}
diff --git a/src/shaders/sequence_uniforms.wgsl b/src/shaders/sequence_uniforms.wgsl
new file mode 100644
index 0000000..1aef34e
--- /dev/null
+++ b/src/shaders/sequence_uniforms.wgsl
@@ -0,0 +1,12 @@
+// Sequence v2 uniform structure for WGSL shaders
+// Matches UniformsSequenceParams in sequence.h
+
+struct UniformsSequenceParams {
+ resolution: vec2f,
+ aspect_ratio: f32,
+ time: f32,
+ beat_time: f32,
+ beat_phase: f32,
+ audio_intensity: f32,
+ noise: f32,
+};
diff --git a/src/shaders/skybox.wgsl b/src/shaders/skybox.wgsl
new file mode 100644
index 0000000..075eeb6
--- /dev/null
+++ b/src/shaders/skybox.wgsl
@@ -0,0 +1,24 @@
+#include "common_uniforms"
+#include "math/common_utils"
+#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main
+
+@group(0) @binding(0) var sky_tex: texture_2d<f32>;
+@group(0) @binding(1) var sky_sampler: sampler;
+@group(0) @binding(2) var<uniform> globals: GlobalUniforms;
+
+@fragment
+fn fs_main(in: VertexOutput) -> @location(0) vec4f {
+ // Convert UV to NDC
+ let ndc_x = in.uv.x * 2.0 - 1.0;
+ let ndc_y = (1.0 - in.uv.y) * 2.0 - 1.0; // Un-flip Y for NDC (Y-up)
+
+ // Unproject to find world direction
+ // We want the direction from camera to the far plane at this pixel
+ let clip_pos = vec4f(ndc_x, ndc_y, 1.0, 1.0);
+ let world_pos_h = globals.inv_view_proj * clip_pos;
+ let world_pos = world_pos_h.xyz / world_pos_h.w;
+
+ let ray_dir = normalize(world_pos - globals.camera_pos_time.xyz);
+ let uv = spherical_uv_from_dir(ray_dir);
+ return textureSample(sky_tex, sky_sampler, uv);
+} \ No newline at end of file