diff options
Diffstat (limited to 'assets/final/shaders')
| -rw-r--r-- | assets/final/shaders/mesh_render.wgsl | 7 | ||||
| -rw-r--r-- | assets/final/shaders/renderer_3d.wgsl | 25 | ||||
| -rw-r--r-- | assets/final/shaders/skybox.wgsl | 9 |
3 files changed, 17 insertions, 24 deletions
diff --git a/assets/final/shaders/mesh_render.wgsl b/assets/final/shaders/mesh_render.wgsl index 068efbc..7390b06 100644 --- a/assets/final/shaders/mesh_render.wgsl +++ b/assets/final/shaders/mesh_render.wgsl @@ -1,4 +1,5 @@ #include "common_uniforms" +#include "math/common_utils" @group(0) @binding(0) var<uniform> globals: GlobalUniforms; @group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer; @@ -33,10 +34,8 @@ fn vs_main(in: VertexInput, @builtin(instance_index) instance_index: u32) -> Ver out.clip_pos = globals.view_proj * world_pos; out.world_pos = world_pos.xyz; - // Use transpose of inverse for normals - // Note: mat3x3 constructor takes columns, so passing rows gives us transpose - let normal_matrix = mat3x3<f32>(obj.inv_model[0].xyz, obj.inv_model[1].xyz, obj.inv_model[2].xyz); - out.normal = normalize(normal_matrix * in.normal); + // Transform normal from local to world space + out.normal = transform_normal(obj.inv_model, in.normal); out.uv = in.uv; out.color = obj.color; diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl index c290df8..1183e3c 100644 --- a/assets/final/shaders/renderer_3d.wgsl +++ b/assets/final/shaders/renderer_3d.wgsl @@ -1,4 +1,5 @@ #include "common_uniforms" +#include "math/common_utils" @group(0) @binding(0) var<uniform> globals: GlobalUniforms; @group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer; @@ -100,8 +101,7 @@ fn fs_main(in: VertexOutput) -> FragmentOutput { // Apply grid pattern to floor let uv = p.xz * 0.5; - let grid = 0.5 + 0.5 * sin(uv.x * 3.14) * sin(uv.y * 3.14); - let grid_val = smoothstep(0.45, 0.55, grid); + let grid_val = grid_pattern(uv); base_color = base_color * (0.5 + 0.5 * grid_val); } else { // SDF path let ro_world = globals.camera_pos_time.xyz; @@ -140,48 +140,45 @@ fn fs_main(in: VertexOutput) -> FragmentOutput { let disp_strength = 0.05; let q_x1 = q_hit + e.xyy; - let uv_x1 = vec2<f32>(atan2(q_x1.x, q_x1.z) / 6.28 + 0.5, acos(clamp(q_x1.y / length(q_x1), -1.0, 1.0)) / 3.14); + 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 = q_hit - e.xyy; - let uv_x2 = vec2<f32>(atan2(q_x2.x, q_x2.z) / 6.28 + 0.5, acos(clamp(q_x2.y / length(q_x2), -1.0, 1.0)) / 3.14); + 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 = q_hit + e.yxy; - let uv_y1 = vec2<f32>(atan2(q_y1.x, q_y1.z) / 6.28 + 0.5, acos(clamp(q_y1.y / length(q_y1), -1.0, 1.0)) / 3.14); + 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 = q_hit - e.yxy; - let uv_y2 = vec2<f32>(atan2(q_y2.x, q_y2.z) / 6.28 + 0.5, acos(clamp(q_y2.y / length(q_y2), -1.0, 1.0)) / 3.14); + 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 = q_hit + e.yyx; - let uv_z1 = vec2<f32>(atan2(q_z1.x, q_z1.z) / 6.28 + 0.5, acos(clamp(q_z1.y / length(q_z1), -1.0, 1.0)) / 3.14); + 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 = q_hit - e.yyx; - let uv_z2 = vec2<f32>(atan2(q_z2.x, q_z2.z) / 6.28 + 0.5, acos(clamp(q_z2.y / length(q_z2), -1.0, 1.0)) / 3.14); + 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; let n_local = normalize(vec3<f32>(d_x1 - d_x2, d_y1 - d_y2, d_z1 - d_z2)); - // Note: mat3x3 constructor takes columns, so passing rows gives us transpose - let normal_matrix = mat3x3<f32>(obj.inv_model[0].xyz, obj.inv_model[1].xyz, obj.inv_model[2].xyz); - normal = normalize(normal_matrix * n_local); + normal = transform_normal(obj.inv_model, n_local); // Apply texture to SDF color if (in.instance_index == 0u || obj_type == 4.0) { // Floor (index 0) or PLANE let uv_grid = p.xz * 0.5; - let grid = 0.5 + 0.5 * sin(uv_grid.x * 3.14) * sin(uv_grid.y * 3.14); - let grid_val = smoothstep(0.45, 0.55, grid); + let grid_val = grid_pattern(uv_grid); base_color = base_color * (0.5 + 0.5 * grid_val); } else { - let uv_hit = vec2<f32>(atan2(q_hit.x, q_hit.z) / 6.28 + 0.5, acos(clamp(q_hit.y / length(q_hit), -1.0, 1.0)) / 3.14); + let uv_hit = spherical_uv(q_hit); let tex_val = textureSample(noise_tex, noise_sampler, uv_hit).r; base_color = base_color * (0.7 + 0.3 * tex_val); } diff --git a/assets/final/shaders/skybox.wgsl b/assets/final/shaders/skybox.wgsl index d7f252e..31bea3b 100644 --- a/assets/final/shaders/skybox.wgsl +++ b/assets/final/shaders/skybox.wgsl @@ -1,4 +1,5 @@ #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; @@ -36,10 +37,6 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { let world_pos = world_pos_h.xyz / world_pos_h.w; let ray_dir = normalize(world_pos - globals.camera_pos_time.xyz); - - // Spherical Mapping - let u = atan2(ray_dir.z, ray_dir.x) / 6.28318 + 0.5; - let v = asin(clamp(ray_dir.y, -1.0, 1.0)) / 3.14159 + 0.5; - - return textureSample(sky_tex, sky_sampler, vec2<f32>(u, v)); + let uv = spherical_uv_from_dir(ray_dir); + return textureSample(sky_tex, sky_sampler, uv); }
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