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| author | skal <pascal.massimino@gmail.com> | 2026-02-16 10:03:18 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-16 10:03:18 +0100 |
| commit | 2e33a435d6f1efee5a6c88cbfc99b97241fe2ad3 (patch) | |
| tree | 6eb1890a738ff9050835cd88bc4cadebeeb390c8 /workspaces/main/shaders | |
| parent | a126caf9e52b8f7c5be8e09b303e741aa9a410cb (diff) | |
feat(sequence): port rotating_cube_effect to v2
- Add RotatingCubeEffectV2 with 3D rendering + depth buffer
- Create rotating_cube_v2.wgsl (hardcoded cube geometry)
- Simplified: no auxiliary mask texture dependency
- Declare depth node via NodeRegistry
- Update timeline_v2.seq rotating_cube sequence
- Add shader exports to shaders.{h,cc}
- All 36 tests passing
handoff(Claude): RotatingCube v2 complete, hybrid_3d next
Diffstat (limited to 'workspaces/main/shaders')
| -rw-r--r-- | workspaces/main/shaders/rotating_cube_v2.wgsl | 89 |
1 files changed, 89 insertions, 0 deletions
diff --git a/workspaces/main/shaders/rotating_cube_v2.wgsl b/workspaces/main/shaders/rotating_cube_v2.wgsl new file mode 100644 index 0000000..d7e4cae --- /dev/null +++ b/workspaces/main/shaders/rotating_cube_v2.wgsl @@ -0,0 +1,89 @@ +// Rotating cube shader v2 (simplified, no masking) + +struct Uniforms { + view_proj: mat4x4<f32>, + inv_view_proj: mat4x4<f32>, + camera_pos_time: vec4<f32>, + params: vec4<f32>, + resolution: vec2<f32>, + aspect_ratio: f32, + _pad: f32, +}; + +struct ObjectData { + model: mat4x4<f32>, + inv_model: mat4x4<f32>, + color: vec4<f32>, + params: vec4<f32>, +}; + +@group(0) @binding(0) var<uniform> uniforms: Uniforms; +@group(0) @binding(1) var<storage, read> object: ObjectData; + +struct VSOut { + @builtin(position) pos: vec4<f32>, + @location(0) world_pos: vec3<f32>, + @location(1) normal: vec3<f32>, +}; + +// Cube vertices (hardcoded) +fn get_cube_vertex(vid: u32) -> vec3<f32> { + let positions = array<vec3<f32>, 36>( + // Front face + vec3<f32>(-1, -1, 1), vec3<f32>( 1, -1, 1), vec3<f32>( 1, 1, 1), + vec3<f32>(-1, -1, 1), vec3<f32>( 1, 1, 1), vec3<f32>(-1, 1, 1), + // Back face + vec3<f32>( 1, -1, -1), vec3<f32>(-1, -1, -1), vec3<f32>(-1, 1, -1), + vec3<f32>( 1, -1, -1), vec3<f32>(-1, 1, -1), vec3<f32>( 1, 1, -1), + // Right face + vec3<f32>( 1, -1, 1), vec3<f32>( 1, -1, -1), vec3<f32>( 1, 1, -1), + vec3<f32>( 1, -1, 1), vec3<f32>( 1, 1, -1), vec3<f32>( 1, 1, 1), + // Left face + vec3<f32>(-1, -1, -1), vec3<f32>(-1, -1, 1), vec3<f32>(-1, 1, 1), + vec3<f32>(-1, -1, -1), vec3<f32>(-1, 1, 1), vec3<f32>(-1, 1, -1), + // Top face + vec3<f32>(-1, 1, 1), vec3<f32>( 1, 1, 1), vec3<f32>( 1, 1, -1), + vec3<f32>(-1, 1, 1), vec3<f32>( 1, 1, -1), vec3<f32>(-1, 1, -1), + // Bottom face + vec3<f32>(-1, -1, -1), vec3<f32>( 1, -1, -1), vec3<f32>( 1, -1, 1), + vec3<f32>(-1, -1, -1), vec3<f32>( 1, -1, 1), vec3<f32>(-1, -1, 1) + ); + return positions[vid]; +} + +fn get_cube_normal(vid: u32) -> vec3<f32> { + let face_id = vid / 6u; + let normals = array<vec3<f32>, 6>( + vec3<f32>( 0, 0, 1), // Front + vec3<f32>( 0, 0, -1), // Back + vec3<f32>( 1, 0, 0), // Right + vec3<f32>(-1, 0, 0), // Left + vec3<f32>( 0, 1, 0), // Top + vec3<f32>( 0, -1, 0) // Bottom + ); + return normals[face_id]; +} + +@vertex fn vs_main(@builtin(vertex_index) vid: u32) -> VSOut { + let local_pos = get_cube_vertex(vid); + let local_normal = get_cube_normal(vid); + + let world_pos = object.model * vec4<f32>(local_pos, 1.0); + let world_normal = normalize((object.model * vec4<f32>(local_normal, 0.0)).xyz); + + let clip_pos = uniforms.view_proj * world_pos; + + return VSOut(clip_pos, world_pos.xyz, world_normal); +} + +@fragment fn fs_main(@location(0) world_pos: vec3<f32>, @location(1) normal: vec3<f32>) -> @location(0) vec4<f32> { + let N = normalize(normal); + let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0)); + let diffuse = max(dot(N, light_dir), 0.0); + + let ambient = 0.3; + let lighting = ambient + diffuse * 0.7; + + let color = object.color.rgb * lighting; + return vec4<f32>(color, 1.0); +} |
