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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/test/shaders/ray_triangle.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/test/shaders/ray_triangle.wgsl')
-rw-r--r--workspaces/test/shaders/ray_triangle.wgsl30
1 files changed, 0 insertions, 30 deletions
diff --git a/workspaces/test/shaders/ray_triangle.wgsl b/workspaces/test/shaders/ray_triangle.wgsl
deleted file mode 100644
index 13341c8..0000000
--- a/workspaces/test/shaders/ray_triangle.wgsl
+++ /dev/null
@@ -1,30 +0,0 @@
-// This file is part of the 64k demo project.
-// Möller-Trumbore ray-triangle intersection algorithm.
-// Reference: "Fast, Minimum Storage Ray-Triangle Intersection"
-
-struct TriangleHit {
- uv: vec2<f32>,
- z: f32,
- N: vec3<f32>,
- hit: bool,
-};
-
-fn ray_triangle_intersection(
- orig: vec3<f32>,
- dir: vec3<f32>,
- p0: vec3<f32>,
- p1: vec3<f32>,
- p2: vec3<f32>
-) -> TriangleHit {
- let d10 = p1 - p0;
- let d20 = p2 - p0;
- let N = cross(d10, d20);
- let det = -dot(dir, N);
- let invdet = 1.0 / det;
- let d0 = orig - p0;
- let nd = cross(d0, dir);
- let uv = vec2<f32>(dot(d20, nd), -dot(d10, nd)) * invdet;
- let z = dot(d0, N) * invdet;
- let hit = det > 0.0 && z >= 0.0 && uv.x >= 0.0 && uv.y >= 0.0 && (uv.x + uv.y) < 1.0;
- return TriangleHit(uv, z, N, hit);
-}