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| author | skal <pascal.massimino@gmail.com> | 2026-02-14 15:26:55 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-14 15:26:55 +0100 |
| commit | 0127c747a41f972fd68e3e6e6b472859bfdb80dd (patch) | |
| tree | 85d7277dbce1581f583a259368471e874b372a19 /workspaces/test/shaders/ellipse.wgsl | |
| parent | de7514e6b9ff9c0b9320975ba7d44754b5115b54 (diff) | |
refactor(wgsl): consolidate SDF shapes into single common file
Merge sdf_primitives.wgsl into math/sdf_shapes.wgsl to eliminate
duplication and establish single source of truth for all SDF functions.
Changes:
- Delete common/shaders/sdf_primitives.wgsl (duplicate of math/sdf_shapes.wgsl)
- Add sdBox2D() and sdEllipse() to math/sdf_shapes.wgsl
- Update ellipse.wgsl (main/test) to use #include "math/sdf_shapes"
- Update scene1.wgsl to use math/sdf_shapes instead of sdf_primitives
- Rename asset SHADER_SDF_PRIMITIVES → SHADER_SDF_SHAPES
- Update shader registration and tests
Impact:
- ~60 lines eliminated from ellipse shaders
- Single source for 3D primitives (sphere, box, torus, plane) and 2D (box, ellipse)
- Consistent include path across codebase
All tests passing (34/34).
handoff(Claude): SDF shapes consolidated to math/sdf_shapes.wgsl
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'workspaces/test/shaders/ellipse.wgsl')
| -rw-r--r-- | workspaces/test/shaders/ellipse.wgsl | 33 |
1 files changed, 1 insertions, 32 deletions
diff --git a/workspaces/test/shaders/ellipse.wgsl b/workspaces/test/shaders/ellipse.wgsl index 07f0c9a..0aaa4ae 100644 --- a/workspaces/test/shaders/ellipse.wgsl +++ b/workspaces/test/shaders/ellipse.wgsl @@ -1,40 +1,9 @@ #include "common_uniforms" #include "render/fullscreen_vs" +#include "math/sdf_shapes" @group(0) @binding(0) var<uniform> uniforms: CommonUniforms; -fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 { - var p_abs = abs(p); - if (p_abs.x > p_abs.y) { - p_abs = vec2<f32>(p_abs.y, p_abs.x); - } - let l = ab.y * ab.y - ab.x * ab.x; - let m = ab.x * p_abs.x / l; - let n = ab.y * p_abs.y / l; - let m2 = m * m; - let n2 = n * n; - let c = (m2 + n2 - 1.0) / 3.0; - let c3 = c * c * c; - let d = c3 + m2 * n2; - let g = m + m * n2; - var co: f32; - if (d < 0.0) { - let h = acos((c3 + m2 * n2 * 2.0) / c3) / 3.0; - let s = cos(h); - let t = sin(h) * sqrt(3.0); - co = (sqrt(-c * (s + t * 2.0) + m2) + sign(l) * sqrt(-c * (s - t * 2.0) + m2) + abs(g) / (sqrt(-c * (s + t * 2.0) + m2) * sqrt(-c * (s - t * 2.0) + m2)) - m) / 2.0; - } else { - let h = 2.0 * m * n * sqrt(d); - let s = sign(c3 + m2 * n2 + h) * pow(abs(c3 + m2 * n2 + h), 1.0 / 3.0); - let u = sign(c3 + m2 * n2 - h) * pow(abs(c3 + m2 * n2 - h), 1.0 / 3.0); - let rx = -s - u + m2 * 2.0; - let ry = (s - u) * sqrt(3.0); - co = (ry / sqrt(sqrt(rx * rx + ry * ry) - rx) + 2.0 * g / sqrt(rx * rx + ry * ry) - m) / 2.0; - } - let si = sqrt(max(0.0, 1.0 - co * co)); - return length(p_abs - vec2<f32>(ab.x * co, ab.y * si)) * sign(p_abs.y * ab.x * co - p_abs.x * ab.y * si); -} - @fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { let uv = (p.xy / uniforms.resolution - 0.5) * 2.0; let movement = vec2<f32>(sin(uniforms.time * 0.7), cos(uniforms.time * 0.5)); |
