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-rw-r--r--assets/common/shaders/math/common_utils.wgsl36
-rw-r--r--assets/common/shaders/math/noise.wgsl147
-rw-r--r--assets/common/shaders/math/sdf_shapes.wgsl14
-rw-r--r--assets/common/shaders/math/sdf_utils.wgsl115
4 files changed, 0 insertions, 312 deletions
diff --git a/assets/common/shaders/math/common_utils.wgsl b/assets/common/shaders/math/common_utils.wgsl
deleted file mode 100644
index 7131216..0000000
--- a/assets/common/shaders/math/common_utils.wgsl
+++ /dev/null
@@ -1,36 +0,0 @@
-// Common utility functions for WGSL shaders.
-// Reduces duplication across renderer_3d, mesh_render, etc.
-
-// Constants
-const PI: f32 = 3.14159265359;
-const TAU: f32 = 6.28318530718;
-
-// Transform normal from local to world space using inverse model matrix
-fn transform_normal(inv_model: mat4x4<f32>, normal_local: vec3<f32>) -> vec3<f32> {
- let normal_matrix = mat3x3<f32>(inv_model[0].xyz, inv_model[1].xyz, inv_model[2].xyz);
- return normalize(normal_matrix * normal_local);
-}
-
-// Spherical UV mapping (sphere or any radial surface)
-// Returns UV in [0,1] range
-fn spherical_uv(p: vec3<f32>) -> vec2<f32> {
- let u = atan2(p.x, p.z) / TAU + 0.5;
- let v = acos(clamp(p.y / length(p), -1.0, 1.0)) / PI;
- return vec2<f32>(u, v);
-}
-
-// Spherical UV from direction vector (for skybox, etc.)
-fn spherical_uv_from_dir(dir: vec3<f32>) -> vec2<f32> {
- let u = atan2(dir.z, dir.x) / TAU + 0.5;
- let v = asin(clamp(dir.y, -1.0, 1.0)) / PI + 0.5;
- return vec2<f32>(u, v);
-}
-
-// Grid pattern for procedural texturing (checkerboard-like)
-fn grid_pattern(uv: vec2<f32>) -> f32 {
- let grid = 0.5 + 0.5 * sin(uv.x * PI) * sin(uv.y * PI);
- return smoothstep(0.45, 0.55, grid);
-}
-
-// NOTE: calc_sdf_normal_bumped() removed - too specialized, depends on get_dist()
-// from scene_query snippets. Keep bump mapping code inline in shaders that use it.
diff --git a/assets/common/shaders/math/noise.wgsl b/assets/common/shaders/math/noise.wgsl
deleted file mode 100644
index 9f99e4a..0000000
--- a/assets/common/shaders/math/noise.wgsl
+++ /dev/null
@@ -1,147 +0,0 @@
-// Random number generation and noise functions for WGSL shaders.
-// Collection of hash functions and noise generators.
-
-// ============================================
-// Hash Functions (Float Input)
-// ============================================
-
-// Hash: f32 -> f32
-// Fast fractional hash for floats
-fn hash_1f(x: f32) -> f32 {
- var v = fract(x * 0.3351);
- v *= v + 33.33;
- v *= v + v;
- return fract(v);
-}
-
-// Hash: vec2<f32> -> f32
-// 2D coordinate to single hash value
-fn hash_2f(p: vec2<f32>) -> f32 {
- var h = dot(p, vec2<f32>(127.1, 311.7));
- return fract(sin(h) * 43758.5453123);
-}
-
-// Hash: vec2<f32> -> vec2<f32>
-// 2D coordinate to 2D hash (from Shadertoy 4djSRW)
-fn hash_2f_2f(p: vec2<f32>) -> vec2<f32> {
- var p3 = fract(vec3<f32>(p.x, p.y, p.x) * vec3<f32>(0.1021, 0.1013, 0.0977));
- p3 += dot(p3, p3.yzx + 33.33);
- return fract((p3.xx + p3.yz) * p3.zy);
-}
-
-// Hash: vec3<f32> -> f32
-// 3D coordinate to single hash value
-fn hash_3f(p: vec3<f32>) -> f32 {
- var h = dot(p, vec3<f32>(127.1, 311.7, 74.7));
- return fract(sin(h) * 43758.5453123);
-}
-
-// Hash: vec3<f32> -> vec3<f32>
-// 3D coordinate to 3D hash
-fn hash_3f_3f(p: vec3<f32>) -> vec3<f32> {
- var v = fract(p);
- v += dot(v, v.yxz + 32.41);
- return fract((v.xxy + v.yzz) * v.zyx);
-}
-
-// ============================================
-// Hash Functions (Integer Input)
-// ============================================
-
-// Hash: u32 -> f32
-// Integer hash with bit operations (high quality)
-fn hash_1u(p: u32) -> f32 {
- var P = (p << 13u) ^ p;
- P = P * (P * P * 15731u + 789221u) + 1376312589u;
- return bitcast<f32>((P >> 9u) | 0x3f800000u) - 1.0;
-}
-
-// Hash: u32 -> vec2<f32>
-fn hash_1u_2f(p: u32) -> vec2<f32> {
- return vec2<f32>(hash_1u(p), hash_1u(p + 1423u));
-}
-
-// Hash: u32 -> vec3<f32>
-fn hash_1u_3f(p: u32) -> vec3<f32> {
- return vec3<f32>(hash_1u(p), hash_1u(p + 1423u), hash_1u(p + 124453u));
-}
-
-// ============================================
-// Noise Functions
-// ============================================
-
-// Value Noise: 2D
-// Interpolated grid noise using smoothstep
-fn noise_2d(p: vec2<f32>) -> f32 {
- let i = floor(p);
- let f = fract(p);
- let u = f * f * (3.0 - 2.0 * f);
- let n0 = hash_2f(i + vec2<f32>(0.0, 0.0));
- let n1 = hash_2f(i + vec2<f32>(1.0, 0.0));
- let n2 = hash_2f(i + vec2<f32>(0.0, 1.0));
- let n3 = hash_2f(i + vec2<f32>(1.0, 1.0));
- let ix0 = mix(n0, n1, u.x);
- let ix1 = mix(n2, n3, u.x);
- return mix(ix0, ix1, u.y);
-}
-
-// Value Noise: 3D
-fn noise_3d(p: vec3<f32>) -> f32 {
- let i = floor(p);
- let f = fract(p);
- let u = f * f * (3.0 - 2.0 * f);
- let n000 = hash_3f(i + vec3<f32>(0.0, 0.0, 0.0));
- let n100 = hash_3f(i + vec3<f32>(1.0, 0.0, 0.0));
- let n010 = hash_3f(i + vec3<f32>(0.0, 1.0, 0.0));
- let n110 = hash_3f(i + vec3<f32>(1.0, 1.0, 0.0));
- let n001 = hash_3f(i + vec3<f32>(0.0, 0.0, 1.0));
- let n101 = hash_3f(i + vec3<f32>(1.0, 0.0, 1.0));
- let n011 = hash_3f(i + vec3<f32>(0.0, 1.0, 1.0));
- let n111 = hash_3f(i + vec3<f32>(1.0, 1.0, 1.0));
- let ix00 = mix(n000, n100, u.x);
- let ix10 = mix(n010, n110, u.x);
- let ix01 = mix(n001, n101, u.x);
- let ix11 = mix(n011, n111, u.x);
- let iy0 = mix(ix00, ix10, u.y);
- let iy1 = mix(ix01, ix11, u.y);
- return mix(iy0, iy1, u.z);
-}
-
-// ============================================
-// Special Functions
-// ============================================
-
-// Gyroid function (periodic triply-orthogonal minimal surface)
-// Useful for procedural patterns and cellular structures
-fn gyroid(p: vec3<f32>) -> f32 {
- return abs(0.04 + dot(sin(p), cos(p.zxy)));
-}
-
-// Fractional Brownian Motion (FBM) 2D
-// Multi-octave noise for natural-looking variation
-fn fbm_2d(p: vec2<f32>, octaves: i32) -> f32 {
- var value = 0.0;
- var amplitude = 0.5;
- var frequency = 1.0;
- var pos = p;
- for (var i = 0; i < octaves; i++) {
- value += amplitude * noise_2d(pos * frequency);
- frequency *= 2.0;
- amplitude *= 0.5;
- }
- return value;
-}
-
-// Fractional Brownian Motion (FBM) 3D
-fn fbm_3d(p: vec3<f32>, octaves: i32) -> f32 {
- var value = 0.0;
- var amplitude = 0.5;
- var frequency = 1.0;
- var pos = p;
- for (var i = 0; i < octaves; i++) {
- value += amplitude * noise_3d(pos * frequency);
- frequency *= 2.0;
- amplitude *= 0.5;
- }
- return value;
-}
diff --git a/assets/common/shaders/math/sdf_shapes.wgsl b/assets/common/shaders/math/sdf_shapes.wgsl
deleted file mode 100644
index 31bbe2d..0000000
--- a/assets/common/shaders/math/sdf_shapes.wgsl
+++ /dev/null
@@ -1,14 +0,0 @@
-fn sdSphere(p: vec3<f32>, r: f32) -> f32 {
- return length(p) - r;
-}
-fn sdBox(p: vec3<f32>, b: vec3<f32>) -> f32 {
- let q = abs(p) - b;
- return length(max(q, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
-}
-fn sdTorus(p: vec3<f32>, t: vec2<f32>) -> f32 {
- let q = vec2<f32>(length(p.xz) - t.x, p.y);
- return length(q) - t.y;
-}
-fn sdPlane(p: vec3<f32>, n: vec3<f32>, h: f32) -> f32 {
- return dot(p, n) + h;
-}
diff --git a/assets/common/shaders/math/sdf_utils.wgsl b/assets/common/shaders/math/sdf_utils.wgsl
deleted file mode 100644
index 660a4ce..0000000
--- a/assets/common/shaders/math/sdf_utils.wgsl
+++ /dev/null
@@ -1,115 +0,0 @@
-fn get_normal_basic(p: vec3<f32>, obj_params: vec4<f32>) -> vec3<f32> {
- let obj_type = obj_params.x;
- if (obj_type == 1.0) { return normalize(p); }
- let e = vec2<f32>(0.001, 0.0);
- return normalize(vec3<f32>(
- get_dist(p + e.xyy, obj_params) - get_dist(p - e.xyy, obj_params),
- get_dist(p + e.yxy, obj_params) - get_dist(p - e.yxy, obj_params),
- get_dist(p + e.yyx, obj_params) - get_dist(p - e.yyx, obj_params)
- ));
-}
-
-// Optimized normal estimation using tetrahedron pattern (4 SDF evals instead of 6).
-// Slightly less accurate than central differences but faster.
-// Uses tetrahedral gradient approximation with corners at (±1, ±1, ±1).
-fn get_normal_fast(p: vec3<f32>, obj_params: vec4<f32>) -> vec3<f32> {
- let obj_type = obj_params.x;
- if (obj_type == 1.0) { return normalize(p); }
- let eps = 0.0001;
- let k = vec2<f32>(1.0, -1.0);
- return normalize(
- k.xyy * get_dist(p + k.xyy * eps, obj_params) +
- k.yyx * get_dist(p + k.yyx * eps, obj_params) +
- k.yxy * get_dist(p + k.yxy * eps, obj_params) +
- k.xxx * get_dist(p + k.xxx * eps, obj_params)
- );
-}
-
-// Bump-mapped normal using central differences (6 samples: SDF + texture).
-// High quality, suitable for detailed surfaces with displacement mapping.
-// Note: Requires spherical_uv() function and get_dist() to be available in calling context.
-fn get_normal_bump(
- p: vec3<f32>,
- obj_params: vec4<f32>,
- noise_tex: texture_2d<f32>,
- noise_sampler: sampler,
- disp_strength: f32
-) -> vec3<f32> {
- let e = vec2<f32>(0.005, 0.0);
-
- let q_x1 = p + e.xyy;
- let uv_x1 = spherical_uv(q_x1);
- let h_x1 = textureSample(noise_tex, noise_sampler, uv_x1).r;
- let d_x1 = get_dist(q_x1, obj_params) - disp_strength * h_x1;
-
- let q_x2 = p - e.xyy;
- let uv_x2 = spherical_uv(q_x2);
- let h_x2 = textureSample(noise_tex, noise_sampler, uv_x2).r;
- let d_x2 = get_dist(q_x2, obj_params) - disp_strength * h_x2;
-
- let q_y1 = p + e.yxy;
- let uv_y1 = spherical_uv(q_y1);
- let h_y1 = textureSample(noise_tex, noise_sampler, uv_y1).r;
- let d_y1 = get_dist(q_y1, obj_params) - disp_strength * h_y1;
-
- let q_y2 = p - e.yxy;
- let uv_y2 = spherical_uv(q_y2);
- let h_y2 = textureSample(noise_tex, noise_sampler, uv_y2).r;
- let d_y2 = get_dist(q_y2, obj_params) - disp_strength * h_y2;
-
- let q_z1 = p + e.yyx;
- let uv_z1 = spherical_uv(q_z1);
- let h_z1 = textureSample(noise_tex, noise_sampler, uv_z1).r;
- let d_z1 = get_dist(q_z1, obj_params) - disp_strength * h_z1;
-
- let q_z2 = p - e.yyx;
- let uv_z2 = spherical_uv(q_z2);
- let h_z2 = textureSample(noise_tex, noise_sampler, uv_z2).r;
- let d_z2 = get_dist(q_z2, obj_params) - disp_strength * h_z2;
-
- return normalize(vec3<f32>(d_x1 - d_x2, d_y1 - d_y2, d_z1 - d_z2));
-}
-
-// Optimized bump-mapped normal using tetrahedron pattern (4 samples instead of 6).
-// 33% faster than get_normal_bump(), slightly less accurate.
-// Suitable for real-time rendering with displacement mapping.
-fn get_normal_bump_fast(
- p: vec3<f32>,
- obj_params: vec4<f32>,
- noise_tex: texture_2d<f32>,
- noise_sampler: sampler,
- disp_strength: f32
-) -> vec3<f32> {
- let eps = 0.0005;
- let k = vec2<f32>(1.0, -1.0);
-
- let q1 = p + k.xyy * eps;
- let uv1 = spherical_uv(q1);
- let h1 = textureSample(noise_tex, noise_sampler, uv1).r;
- let d1 = get_dist(q1, obj_params) - disp_strength * h1;
-
- let q2 = p + k.yyx * eps;
- let uv2 = spherical_uv(q2);
- let h2 = textureSample(noise_tex, noise_sampler, uv2).r;
- let d2 = get_dist(q2, obj_params) - disp_strength * h2;
-
- let q3 = p + k.yxy * eps;
- let uv3 = spherical_uv(q3);
- let h3 = textureSample(noise_tex, noise_sampler, uv3).r;
- let d3 = get_dist(q3, obj_params) - disp_strength * h3;
-
- let q4 = p + k.xxx * eps;
- let uv4 = spherical_uv(q4);
- let h4 = textureSample(noise_tex, noise_sampler, uv4).r;
- let d4 = get_dist(q4, obj_params) - disp_strength * h4;
-
- return normalize(k.xyy * d1 + k.yyx * d2 + k.yxy * d3 + k.xxx * d4);
-}
-
-// Distance to an Axis-Aligned Bounding Box
-fn aabb_sdf(p: vec3<f32>, min_p: vec3<f32>, max_p: vec3<f32>) -> f32 {
- let center = (min_p + max_p) * 0.5;
- let extent = (max_p - min_p) * 0.5;
- let q = abs(p - center) - extent;
- return length(max(q, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
-}