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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/math/sdf_utils.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/math/sdf_utils.wgsl')
-rw-r--r--workspaces/main/shaders/math/sdf_utils.wgsl115
1 files changed, 0 insertions, 115 deletions
diff --git a/workspaces/main/shaders/math/sdf_utils.wgsl b/workspaces/main/shaders/math/sdf_utils.wgsl
deleted file mode 100644
index 660a4ce..0000000
--- a/workspaces/main/shaders/math/sdf_utils.wgsl
+++ /dev/null
@@ -1,115 +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)
- ));
-}
-
-// 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: vec3<f32>, obj_params: vec4<f32>) -> vec3<f32> {
- let obj_type = obj_params.x;
- if (obj_type == 1.0) { return normalize(p); }
- let eps = 0.0001;
- let k = vec2<f32>(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: vec3<f32>,
- obj_params: vec4<f32>,
- noise_tex: texture_2d<f32>,
- noise_sampler: sampler,
- disp_strength: f32
-) -> vec3<f32> {
- let e = vec2<f32>(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(vec3<f32>(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: vec3<f32>,
- obj_params: vec4<f32>,
- noise_tex: texture_2d<f32>,
- noise_sampler: sampler,
- disp_strength: f32
-) -> vec3<f32> {
- let eps = 0.0005;
- let k = vec2<f32>(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: vec3<f32>, min_p: vec3<f32>, max_p: vec3<f32>) -> 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, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
-}