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authorskal <pascal.massimino@gmail.com>2026-02-14 15:13:09 +0100
committerskal <pascal.massimino@gmail.com>2026-02-14 15:13:09 +0100
commite38be0dbf5816338ff97e2ee2f9adfff2902dc2b (patch)
tree42e380626c6f9d0e0137336c8c2dfb68df327dae /workspaces/main/shaders/scene1.wgsl
parentd6cc50eb49275bbc0de21d4c65a5172d5d65f790 (diff)
refactor(wgsl): modularize common shader functions
Extracted common WGSL functions into separate files in `common/shaders/` to improve reusability and maintainability. - Created `common/shaders/render/fullscreen_vs.wgsl` for a reusable fullscreen vertex shader. - Created `common/shaders/math/color.wgsl` for color conversion and tone mapping functions. - Created `common/shaders/math/utils.wgsl` for general math utilities. - Created `common/shaders/render/raymarching.wgsl` for SDF raymarching logic. - Updated multiple shaders to use these new common snippets via `#include`. - Fixed the shader asset validation test to correctly handle shaders that include the common vertex shader. This refactoring makes the shader code more modular and easier to manage.
Diffstat (limited to 'workspaces/main/shaders/scene1.wgsl')
-rw-r--r--workspaces/main/shaders/scene1.wgsl116
1 files changed, 8 insertions, 108 deletions
diff --git a/workspaces/main/shaders/scene1.wgsl b/workspaces/main/shaders/scene1.wgsl
index 7af3811..2a811f7 100644
--- a/workspaces/main/shaders/scene1.wgsl
+++ b/workspaces/main/shaders/scene1.wgsl
@@ -2,29 +2,15 @@
// Source: Saturday cubism experiment by skal
#include "common_uniforms"
+#include "math/color"
+#include "math/utils"
+#include "sdf_primitives"
+#include "render/raymarching"
@group(0) @binding(0) var<uniform> uniforms: CommonUniforms;
const PI: f32 = 3.141592654;
const TAU: f32 = 6.283185307;
-const TOLERANCE: f32 = 0.0005;
-const MAX_RAY_LENGTH: f32 = 20.0;
-const MAX_RAY_MARCHES: i32 = 80;
-const MAX_SHD_MARCHES: i32 = 20;
-const NORM_OFF: f32 = 0.005;
-
-fn rot(a: f32) -> mat2x2<f32> {
- let c = cos(a);
- let s = sin(a);
- return mat2x2<f32>(c, s, -s, c);
-}
-
-// HSV to RGB conversion
-const hsv2rgb_K = vec4<f32>(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
-fn hsv2rgb(c: vec3<f32>) -> vec3<f32> {
- 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, vec3<f32>(0.0), vec3<f32>(1.0)), c.y);
-}
// Colors (precomputed HSV conversions)
const skyCol = vec3<f32>(0.176, 0.235, 0.25); // HSV(0.57, 0.90, 0.25)
@@ -38,44 +24,10 @@ const sunDir1 = vec3<f32>(0.0, 0.04997, -0.99875); // normalize(0, 0.05, -1)
const lightPos1 = vec3<f32>(10.0, 10.0, 10.0);
const lightPos2 = vec3<f32>(-10.0, 10.0, -10.0);
-fn sRGB(t: vec3<f32>) -> vec3<f32> {
- return mix(1.055 * pow(t, vec3<f32>(1.0/2.4)) - 0.055, 12.92 * t, step(t, vec3<f32>(0.0031308)));
-}
-
-fn aces_approx(v_in: vec3<f32>) -> vec3<f32> {
- var v = max(v_in, vec3<f32>(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), vec3<f32>(0.0), vec3<f32>(1.0));
-}
-
-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);
-}
-
fn rayPlane(ro: vec3<f32>, rd: vec3<f32>, plane: vec4<f32>) -> f32 {
return -(dot(ro, plane.xyz) + plane.w) / dot(rd, plane.xyz);
}
-fn box2d(p: vec2<f32>, b: vec2<f32>) -> f32 {
- let d = abs(p) - b;
- return length(max(d, vec2<f32>(0.0))) + min(max(d.x, d.y), 0.0);
-}
-
-fn box3d(p: vec3<f32>, b: vec3<f32>) -> f32 {
- let q = abs(p) - b;
- return length(max(q, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
-}
-
-fn sphere(p: vec3<f32>, r: f32) -> f32 {
- return length(p) - r;
-}
-
var<private> g_rot0: mat2x2<f32>;
fn render0(ro: vec3<f32>, rd: vec3<f32>) -> vec3<f32> {
@@ -90,7 +42,7 @@ fn render0(ro: vec3<f32>, rd: vec3<f32>) -> vec3<f32> {
if (tp1 > 0.0) {
let pos = ro + tp1 * rd;
let pp = pos.xz;
- let db = box2d(pp, vec2<f32>(5.0, 9.0)) - 3.0;
+ let db = sdBox2D(pp, vec2<f32>(5.0, 9.0)) - 3.0;
col += vec3<f32>(4.0) * skyCol * rd.y * rd.y * smoothstep(0.25, 0.0, db);
col += vec3<f32>(0.8) * skyCol * exp(-0.5 * max(db, 0.0));
}
@@ -106,12 +58,12 @@ fn df(p_in: vec3<f32>) -> f32 {
// Cube
var pc = p;
pc -= vec3<f32>(-1.9, 0.0, 0.0);
- let dCube = box3d(pc, vec3<f32>(1.6));
+ let dCube = sdBox(pc, vec3<f32>(1.6));
// Sphere
var ps = p;
ps -= vec3<f32>(1.3, 0.0, 0.0);
- let dSphere = sphere(ps, 1.2);
+ let dSphere = sdSphere(ps, 1.2);
// Ground plane
let dPlane = p.y + 1.0;
@@ -123,51 +75,6 @@ fn df(p_in: vec3<f32>) -> f32 {
return d;
}
-fn normal(pos: vec3<f32>) -> vec3<f32> {
- let eps = vec2<f32>(NORM_OFF, 0.0);
- var nor: vec3<f32>;
- 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);
-}
-
-fn rayMarch(ro: vec3<f32>, rd: vec3<f32>, initt: f32) -> f32 {
- var t = initt;
- 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;
-}
-
-fn shadow(lp: vec3<f32>, ld: vec3<f32>, 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;
- 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;
-}
-
fn boxCol(col: vec3<f32>, nsp: vec3<f32>, rd: vec3<f32>, nnor: vec3<f32>, nrcol: vec3<f32>, nshd1: f32, nshd2: f32) -> vec3<f32> {
var nfre = 1.0 + dot(rd, nnor);
nfre *= nfre;
@@ -236,14 +143,7 @@ fn effect(p: vec2<f32>) -> vec3<f32> {
return render1(ro, rd);
}
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1.0, -1.0),
- vec2<f32>(3.0, -1.0),
- vec2<f32>(-1.0, 3.0)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
-}
+#include "render/fullscreen_vs"
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
// Flip Y to match ShaderToy convention (origin at bottom-left)