summaryrefslogtreecommitdiff
path: root/workspaces/main/shaders/lighting.wgsl
diff options
context:
space:
mode:
authorskal <pascal.massimino@gmail.com>2026-02-13 08:34:24 +0100
committerskal <pascal.massimino@gmail.com>2026-02-13 08:34:24 +0100
commita109983c194c45ad85f0e481232bc605c7cfd85b (patch)
tree2b2fadb054fb8ea52d3e31fefdc4678d5a3ed7dc /workspaces/main/shaders/lighting.wgsl
parent3ce45fcf073047d71ed0b2c88f4d6c5362f6b620 (diff)
Remediation: Implement shared common/shaders/ directory
Eliminates 36 duplicate shader files across workspaces. Structure: - common/shaders/{math,render,compute}/ - Shared utilities (20 files) - workspaces/*/shaders/ - Workspace-specific only Changes: - Created common/shaders/ with math, render, compute subdirectories - Moved 20 common shaders from workspaces to common/ - Removed duplicates from test workspace - Updated assets.txt: ../../common/shaders/ references - Enhanced asset_packer.cc: filesystem path normalization for ../ resolution Implementation: Option 1 from SHADER_REUSE_INVESTIGATION.md - Single source of truth for common code - Workspace references via relative paths - Path normalization in asset packer handoff(Claude): Common shader directory implemented
Diffstat (limited to 'workspaces/main/shaders/lighting.wgsl')
-rw-r--r--workspaces/main/shaders/lighting.wgsl24
1 files changed, 0 insertions, 24 deletions
diff --git a/workspaces/main/shaders/lighting.wgsl b/workspaces/main/shaders/lighting.wgsl
deleted file mode 100644
index ac2142b..0000000
--- a/workspaces/main/shaders/lighting.wgsl
+++ /dev/null
@@ -1,24 +0,0 @@
-fn get_normal_basic(p: vec3<f32>, obj_params: vec4<f32>) -> vec3<f32> {
- let obj_type = obj_params.x;
- if (obj_type == 1.0) { return normalize(p); }
- let e = vec2<f32>(0.001, 0.0);
- return normalize(vec3<f32>(
- 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: vec3<f32>, rd: vec3<f32>, 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);
-}