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| author | skal <pascal.massimino@gmail.com> | 2026-02-28 08:29:44 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-28 08:29:44 +0100 |
| commit | 514b8d7141d1346c48c9e301d2b89fd5e5f42cc9 (patch) | |
| tree | a04933a6e3d1021efcd606607c66fc7d6205fd88 /workspaces/main/shaders | |
| parent | e39ccafe38134ac8b06fc0b14c2537293fc9fa89 (diff) | |
remove SDFEffect base class and sdf_test, update SDF_EFFECT_GUIDE
- Delete unused SDFEffect base class (src/gpu/sdf_effect.h)
- Delete sdf_test.wgsl and SHADER_SDF_TEST from assets.txt
- Rewrite SDF_EFFECT_GUIDE.md based on Scene1 canonical pattern:
correct bindings (2/3), vec4f syntax, UniformsSequenceParams
- Fix missing newline at end of gpu.h
handoff(Claude): SDF cleanup done, guide updated to match current Effect API
Diffstat (limited to 'workspaces/main/shaders')
| -rw-r--r-- | workspaces/main/shaders/sdf_test.wgsl | 68 |
1 files changed, 0 insertions, 68 deletions
diff --git a/workspaces/main/shaders/sdf_test.wgsl b/workspaces/main/shaders/sdf_test.wgsl deleted file mode 100644 index 941481e..0000000 --- a/workspaces/main/shaders/sdf_test.wgsl +++ /dev/null @@ -1,68 +0,0 @@ -// SDF Test Effect - demonstrates SDFEffect base class usage -// Simple scene with a sphere and box - -#include "common_uniforms" -#include "camera_common" -#include "math/sdf_shapes" -#include "render/raymarching" - -@group(0) @binding(0) var<uniform> uniforms: CommonUniforms; -@group(0) @binding(1) var<uniform> camera: CameraParams; - -// Scene distance function -fn df(p: vec3f) -> f32 { - // Animated sphere - let sphere_pos = vec3f(sin(uniforms.beat_time * 0.5) * 2.0, 0.0, 0.0); - let d_sphere = sdSphere(p - sphere_pos, 1.0); - - // Static box - let box_pos = vec3f(0.0, -2.0, 0.0); - let d_box = sdBox(p - box_pos, vec3f(3.0, 0.5, 3.0)); - - return min(d_sphere, d_box); -} - -// Simple lighting -fn shade(pos: vec3f, rd: vec3f) -> vec3f { - let n = normal(pos); - let light_dir = normalize(vec3f(1.0, 1.0, -1.0)); - let diff = max(dot(n, light_dir), 0.0); - let amb = 0.2; - - // Color based on position - let col = mix(vec3f(0.2, 0.6, 0.9), vec3f(0.9, 0.3, 0.2), - smoothstep(-2.0, 2.0, pos.x)); - - return col * (diff + amb); -} - -@vertex -fn vs_main(@builtin(vertex_index) vid: u32) -> @builtin(position) vec4f { - // Fullscreen triangle - let x = f32((vid & 1u) << 2u) - 1.0; - let y = f32((vid & 2u) << 1u) - 1.0; - return vec4f(x, y, 0.0, 1.0); -} - -@fragment -fn fs_main(@builtin(position) pos: vec4f) -> @location(0) vec4f { - // UV coordinates (-1 to 1) - let uv = (pos.xy / uniforms.resolution - 0.5) * 2.0; - - // Generate ray - let ray = getCameraRay(camera, uv); - - // Raymarch - let t = rayMarch(ray.origin, ray.direction, 0.0); - - // Background color - var col = vec3f(0.1, 0.1, 0.15); - - // Shade hit point - if (t < MAX_RAY_LENGTH) { - let hit_pos = ray.origin + ray.direction * t; - col = shade(hit_pos, ray.direction); - } - - return vec4f(col, 1.0); -} |
