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authorskal <pascal.massimino@gmail.com>2026-02-09 18:51:54 +0100
committerskal <pascal.massimino@gmail.com>2026-02-09 18:51:54 +0100
commit7790472dabfa0ecd06f3408d847860ec6072866e (patch)
tree5bce7b119f42d131daf746ddc052da2da5ff0650 /workspaces/test/shaders/skybox.wgsl
parent002ab9094f638c46d5db95d478e71c10933aceb2 (diff)
feat: Implement workspace system (Task #77)
Self-contained workspaces for parallel demo development. Structure: - workspaces/main,test - Demo-specific resources - assets/common - Shared resources - workspace.cfg - Configuration per workspace CMake integration: - DEMO_WORKSPACE option (defaults to main) - cmake/ParseWorkspace.cmake - Config parser - Workspace-relative asset/timeline/music paths Migration: - Main demo: demo.seq to workspaces/main/timeline.seq - Test demo: test_demo.seq to workspaces/test/timeline.seq - Common shaders: assets/common/shaders - Workspace shaders: workspaces/*/shaders Build: cmake -B build -DDEMO_WORKSPACE=main cmake -B build_test -DDEMO_WORKSPACE=test All tests passing (36/36). handoff(Claude): Task #77 workspace system complete. Both main and test workspaces build and pass all tests. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'workspaces/test/shaders/skybox.wgsl')
-rw-r--r--workspaces/test/shaders/skybox.wgsl42
1 files changed, 42 insertions, 0 deletions
diff --git a/workspaces/test/shaders/skybox.wgsl b/workspaces/test/shaders/skybox.wgsl
new file mode 100644
index 0000000..31bea3b
--- /dev/null
+++ b/workspaces/test/shaders/skybox.wgsl
@@ -0,0 +1,42 @@
+#include "common_uniforms"
+#include "math/common_utils"
+
+@group(0) @binding(0) var sky_tex: texture_2d<f32>;
+@group(0) @binding(1) var sky_sampler: sampler;
+@group(0) @binding(2) var<uniform> globals: GlobalUniforms;
+
+struct VertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) uv: vec2<f32>,
+};
+
+@vertex
+fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1.0, -1.0),
+ vec2<f32>( 3.0, -1.0),
+ vec2<f32>(-1.0, 3.0)
+ );
+
+ var out: VertexOutput;
+ out.position = vec4<f32>(pos[vertex_index], 0.0, 1.0);
+ out.uv = vec2<f32>(pos[vertex_index].x * 0.5 + 0.5, 1.0 - (pos[vertex_index].y * 0.5 + 0.5));
+ return out;
+}
+
+@fragment
+fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
+ // Convert UV to NDC
+ let ndc_x = in.uv.x * 2.0 - 1.0;
+ let ndc_y = (1.0 - in.uv.y) * 2.0 - 1.0; // Un-flip Y for NDC (Y-up)
+
+ // Unproject to find world direction
+ // We want the direction from camera to the far plane at this pixel
+ let clip_pos = vec4<f32>(ndc_x, ndc_y, 1.0, 1.0);
+ let world_pos_h = globals.inv_view_proj * clip_pos;
+ let world_pos = world_pos_h.xyz / world_pos_h.w;
+
+ let ray_dir = normalize(world_pos - globals.camera_pos_time.xyz);
+ let uv = spherical_uv_from_dir(ray_dir);
+ return textureSample(sky_tex, sky_sampler, uv);
+} \ No newline at end of file