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-rw-r--r--assets/final/shaders/renderer_3d.wgsl19
1 files changed, 4 insertions, 15 deletions
diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl
index 2f4f79c..c290df8 100644
--- a/assets/final/shaders/renderer_3d.wgsl
+++ b/assets/final/shaders/renderer_3d.wgsl
@@ -65,21 +65,10 @@ fn vs_main(@builtin(vertex_index) vertex_index: u32,
out.color = obj.color;
out.instance_index = instance_index;
out.world_pos = world_pos.xyz;
-
- // Correct normal transformation for meshes: transpose of inverse of model matrix
- // For non-uniform scaling, this is necessary. For other primitives, we use their analytical normals.
- if (obj_type == 5.0) {
- // Calculate inverse transpose of the model matrix (upper 3x3 part)
- let model_matrix = mat3x3<f32>(obj.model[0].xyz, obj.model[1].xyz, obj.model[2].xyz);
- let normal_matrix = transpose(inverse(model_matrix));
- out.transformed_normal = normalize(normal_matrix * in.normal);
- } else {
- // For SDF primitives, we don't use vertex normals directly here; they are computed in the fragment shader.
- // However, we still need to output a normal for the fragment shader to use if it were a rasterized primitive.
- // The transformed_normal is not used by the SDF fragment shader, but for correctness, we'll pass it.
- // If this were a rasterized mesh, it would be used.
- out.transformed_normal = normalize(vec3<f32>(0.0, 1.0, 0.0)); // Placeholder for non-mesh types
- }
+
+ // For SDF primitives, we don't use vertex normals - they are computed analytically in the fragment shader.
+ // This field is only used by the mesh pipeline (mesh_render.wgsl), not this SDF pipeline.
+ out.transformed_normal = normalize(vec3<f32>(0.0, 1.0, 0.0)); // Placeholder
return out;
}