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-rw-r--r--assets/final/demo_assets.txt16
-rw-r--r--assets/final/shaders/chroma_aberration.wgsl30
-rw-r--r--assets/final/shaders/common_uniforms.wgsl14
-rw-r--r--assets/final/shaders/distort.wgsl27
-rw-r--r--assets/final/shaders/ellipse.wgsl57
-rw-r--r--assets/final/shaders/gaussian_blur.wgsl33
-rw-r--r--assets/final/shaders/lighting.wgsl23
-rw-r--r--assets/final/shaders/main_shader.wgsl29
-rw-r--r--assets/final/shaders/particle_compute.wgsl35
-rw-r--r--assets/final/shaders/particle_render.wgsl44
-rw-r--r--assets/final/shaders/particle_spray_compute.wgsl40
-rw-r--r--assets/final/shaders/passthrough.wgsl24
-rw-r--r--assets/final/shaders/ray_box.wgsl16
-rw-r--r--assets/final/shaders/renderer_3d.wgsl194
-rw-r--r--assets/final/shaders/sdf_primitives.wgsl14
-rw-r--r--assets/final/shaders/solarize.wgsl37
-rw-r--r--assets/final/shaders/visual_debug.wgsl27
-rw-r--r--assets/final/test_assets_list.txt6
18 files changed, 666 insertions, 0 deletions
diff --git a/assets/final/demo_assets.txt b/assets/final/demo_assets.txt
index a425e38..3099afe 100644
--- a/assets/final/demo_assets.txt
+++ b/assets/final/demo_assets.txt
@@ -3,3 +3,19 @@ KICK_1, NONE, kick1.spec, "A drum kick sample"
SNARE_1, NONE, snare1.spec, "A snare drum sample"
HIHAT_1, NONE, hihat1.spec, "A hi-hat sample"
NOISE_TEX, PROC(gen_noise, 1234, 16), _, "Procedural noise texture for bump mapping"
+SHADER_RENDERER_3D, NONE, shaders/renderer_3d.wgsl, "Hybrid 3D Renderer Shader"
+SHADER_COMMON_UNIFORMS, NONE, shaders/common_uniforms.wgsl, "Common Uniforms Snippet"
+SHADER_SDF_PRIMITIVES, NONE, shaders/sdf_primitives.wgsl, "SDF Primitives Snippet"
+SHADER_LIGHTING, NONE, shaders/lighting.wgsl, "Lighting Snippet"
+SHADER_RAY_BOX, NONE, shaders/ray_box.wgsl, "Ray-Box Intersection Snippet"
+SHADER_MAIN, NONE, shaders/main_shader.wgsl, "Main Heptagon Shader"
+SHADER_PARTICLE_COMPUTE, NONE, shaders/particle_compute.wgsl, "Particle Compute Shader"
+SHADER_PARTICLE_RENDER, NONE, shaders/particle_render.wgsl, "Particle Render Shader"
+SHADER_PASSTHROUGH, NONE, shaders/passthrough.wgsl, "Passthrough Shader"
+SHADER_ELLIPSE, NONE, shaders/ellipse.wgsl, "Ellipse Shader"
+SHADER_PARTICLE_SPRAY_COMPUTE, NONE, shaders/particle_spray_compute.wgsl, "Particle Spray Compute"
+SHADER_GAUSSIAN_BLUR, NONE, shaders/gaussian_blur.wgsl, "Gaussian Blur Shader"
+SHADER_SOLARIZE, NONE, shaders/solarize.wgsl, "Solarize Shader"
+SHADER_DISTORT, NONE, shaders/distort.wgsl, "Distort Shader"
+SHADER_CHROMA_ABERRATION, NONE, shaders/chroma_aberration.wgsl, "Chroma Aberration Shader"
+SHADER_VISUAL_DEBUG, NONE, shaders/visual_debug.wgsl, "Visual Debug Shader"
diff --git a/assets/final/shaders/chroma_aberration.wgsl b/assets/final/shaders/chroma_aberration.wgsl
new file mode 100644
index 0000000..cd80afa
--- /dev/null
+++ b/assets/final/shaders/chroma_aberration.wgsl
@@ -0,0 +1,30 @@
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+struct Uniforms {
+ time: f32,
+ beat: f32,
+ intensity: f32,
+ aspect_ratio: f32,
+ resolution: vec2<f32>,
+};
+
+@group(0) @binding(2) var<uniform> uniforms: Uniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = p.xy / uniforms.resolution;
+ let off = 0.02 * uniforms.intensity;
+ let r = textureSample(txt, smplr, uv + vec2<f32>(off, 0.0)).r;
+ let g = textureSample(txt, smplr, uv).g;
+ let b = textureSample(txt, smplr, uv - vec2<f32>(off, 0.0)).b;
+ return vec4<f32>(r, g, b, 1.0);
+}
diff --git a/assets/final/shaders/common_uniforms.wgsl b/assets/final/shaders/common_uniforms.wgsl
new file mode 100644
index 0000000..3c9e34b
--- /dev/null
+++ b/assets/final/shaders/common_uniforms.wgsl
@@ -0,0 +1,14 @@
+struct GlobalUniforms {
+ view_proj: mat4x4<f32>,
+ camera_pos_time: vec4<f32>,
+ params: vec4<f32>,
+};
+struct ObjectData {
+ model: mat4x4<f32>,
+ inv_model: mat4x4<f32>,
+ color: vec4<f32>,
+ params: vec4<f32>,
+};
+struct ObjectsBuffer {
+ objects: array<ObjectData>,
+};
diff --git a/assets/final/shaders/distort.wgsl b/assets/final/shaders/distort.wgsl
new file mode 100644
index 0000000..2d5f276
--- /dev/null
+++ b/assets/final/shaders/distort.wgsl
@@ -0,0 +1,27 @@
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+struct Uniforms {
+ time: f32,
+ beat: f32,
+ intensity: f32,
+ aspect_ratio: f32,
+ resolution: vec2<f32>,
+};
+
+@group(0) @binding(2) var<uniform> uniforms: Uniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = p.xy / uniforms.resolution;
+ let dist = 0.1 * uniforms.intensity * sin(uv.y * 20.0 + uniforms.time * 5.0);
+ return textureSample(txt, smplr, uv + vec2<f32>(dist, 0.0));
+}
diff --git a/assets/final/shaders/ellipse.wgsl b/assets/final/shaders/ellipse.wgsl
new file mode 100644
index 0000000..be236c8
--- /dev/null
+++ b/assets/final/shaders/ellipse.wgsl
@@ -0,0 +1,57 @@
+struct Uniforms {
+ time: f32,
+ beat: f32,
+ intensity: f32,
+ aspect_ratio: f32,
+ resolution: vec2<f32>,
+};
+
+@group(0) @binding(0) var<uniform> uniforms: Uniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1.0, -1.0),
+ vec2<f32>(3.0, -1.0),
+ vec2<f32>(-1.0, 3.0)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 {
+ var p_abs = abs(p);
+ if (p_abs.x > p_abs.y) {
+ p_abs = vec2<f32>(p_abs.y, p_abs.x);
+ }
+ let l = ab.y * ab.y - ab.x * ab.x;
+ let m = ab.x * p_abs.x / l;
+ let n = ab.y * p_abs.y / l;
+ let m2 = m * m;
+ let n2 = n * n;
+ let c = (m2 + n2 - 1.0) / 3.0;
+ let c3 = c * c * c;
+ let d = c3 + m2 * n2;
+ let g = m + m * n2;
+ var co: f32;
+ if (d < 0.0) {
+ let h = acos((c3 + m2 * n2 * 2.0) / c3) / 3.0;
+ let s = cos(h);
+ let t = sin(h) * sqrt(3.0);
+ co = (sqrt(-c * (s + t * 2.0) + m2) + sign(l) * sqrt(-c * (s - t * 2.0) + m2) + abs(g) / (sqrt(-c * (s + t * 2.0) + m2) * sqrt(-c * (s - t * 2.0) + m2)) - m) / 2.0;
+ } else {
+ let h = 2.0 * m * n * sqrt(d);
+ let s = sign(c3 + m2 * n2 + h) * pow(abs(c3 + m2 * n2 + h), 1.0 / 3.0);
+ let u = sign(c3 + m2 * n2 - h) * pow(abs(c3 + m2 * n2 - h), 1.0 / 3.0);
+ let rx = -s - u + m2 * 2.0;
+ let ry = (s - u) * sqrt(3.0);
+ co = (ry / sqrt(sqrt(rx * rx + ry * ry) - rx) + 2.0 * g / sqrt(rx * rx + ry * ry) - m) / 2.0;
+ }
+ let si = sqrt(max(0.0, 1.0 - co * co));
+ return length(p_abs - vec2<f32>(ab.x * co, ab.y * si)) * sign(p_abs.y * ab.x * co - p_abs.x * ab.y * si);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = (p.xy / uniforms.resolution - 0.5) * 2.0;
+ let movement = vec2<f32>(sin(uniforms.time * 0.7), cos(uniforms.time * 0.5));
+ let d = sdEllipse((uv * vec2<f32>(uniforms.aspect_ratio, 1.0)) - movement, vec2<f32>(0.5, 0.3) * (1.0 + uniforms.beat * 0.2));
+ return mix(vec4<f32>(0.2, 0.8, 0.4, 1.0), vec4<f32>(0.0), smoothstep(0.0, 0.01, d));
+}
diff --git a/assets/final/shaders/gaussian_blur.wgsl b/assets/final/shaders/gaussian_blur.wgsl
new file mode 100644
index 0000000..fd083ff
--- /dev/null
+++ b/assets/final/shaders/gaussian_blur.wgsl
@@ -0,0 +1,33 @@
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+struct Uniforms {
+ time: f32,
+ beat: f32,
+ intensity: f32,
+ aspect_ratio: f32,
+ resolution: vec2<f32>,
+};
+
+@group(0) @binding(2) var<uniform> uniforms: Uniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = p.xy / uniforms.resolution;
+ var res = vec4<f32>(0.0);
+ let size = 5.0 * uniforms.intensity;
+ for (var x: f32 = -2.0; x <= 2.0; x += 1.0) {
+ for (var y: f32 = -2.0; y <= 2.0; y += 1.0) {
+ res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * size / uniforms.resolution.x);
+ }
+ }
+ return res / 25.0;
+}
diff --git a/assets/final/shaders/lighting.wgsl b/assets/final/shaders/lighting.wgsl
new file mode 100644
index 0000000..277909b
--- /dev/null
+++ b/assets/final/shaders/lighting.wgsl
@@ -0,0 +1,23 @@
+fn get_normal_basic(p: vec3<f32>, obj_type: f32) -> vec3<f32> {
+ 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_type) - get_dist(p - e.xyy, obj_type),
+ get_dist(p + e.yxy, obj_type) - get_dist(p - e.yxy, obj_type),
+ get_dist(p + e.yyx, obj_type) - get_dist(p - e.yyx, obj_type)
+ ));
+}
+
+fn calc_shadow(ro: vec3<f32>, rd: vec3<f32>, tmin: f32, tmax: f32, skip_idx: u32) -> f32 {
+ var res = 1.0;
+ var t = tmin;
+ if (t < 0.05) { t = 0.05; }
+ for (var i = 0; i < 32; i = i + 1) {
+ let h = map_scene(ro + rd * t, skip_idx);
+ if (h < 0.001) { return 0.0; }
+ res = min(res, 16.0 * h / t);
+ t = t + clamp(h, 0.02, 0.4);
+ if (t > tmax) { break; }
+ }
+ return clamp(res, 0.0, 1.0);
+}
diff --git a/assets/final/shaders/main_shader.wgsl b/assets/final/shaders/main_shader.wgsl
new file mode 100644
index 0000000..7011159
--- /dev/null
+++ b/assets/final/shaders/main_shader.wgsl
@@ -0,0 +1,29 @@
+struct Uniforms {
+ audio_peak: f32,
+ aspect_ratio: f32,
+ time: f32,
+};
+
+@group(0) @binding(0) var<uniform> uniforms: Uniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ let PI = 3.14159265;
+ let num_sides = 7.0;
+ let scale = 0.5 + 0.3 * uniforms.audio_peak;
+ let tri_idx = f32(i / 3u);
+ let sub_idx = i % 3u;
+ if (sub_idx == 0u) {
+ return vec4<f32>(0.0, 0.0, 0.0, 1.0);
+ }
+ let angle = (tri_idx + f32(sub_idx - 1u)) * 2.0 * PI / num_sides + uniforms.time * 0.5;
+ return vec4<f32>(scale * cos(angle) / uniforms.aspect_ratio, scale * sin(angle), 0.0, 1.0);
+}
+
+@fragment fn fs_main() -> @location(0) vec4<f32> {
+ let h = uniforms.time * 2.0 + uniforms.audio_peak * 3.0;
+ let r = sin(h) * 0.5 + 0.5;
+ let g = sin(h + 2.0) * 0.9 + 0.3;
+ let b = sin(h + 4.0) * 0.5 + 0.5;
+ let boost = uniforms.audio_peak * 0.5;
+ return vec4<f32>(r + boost, g + boost, b + boost, 1.0);
+}
diff --git a/assets/final/shaders/particle_compute.wgsl b/assets/final/shaders/particle_compute.wgsl
new file mode 100644
index 0000000..a6c96db
--- /dev/null
+++ b/assets/final/shaders/particle_compute.wgsl
@@ -0,0 +1,35 @@
+struct Particle {
+ pos: vec4<f32>,
+ vel: vec4<f32>,
+ rot: vec4<f32>,
+ color: vec4<f32>,
+};
+
+struct Uniforms {
+ audio_peak: f32,
+ aspect_ratio: f32,
+ time: f32,
+ beat: f32,
+};
+
+@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
+@group(0) @binding(1) var<uniform> uniforms: Uniforms;
+
+@compute @workgroup_size(64)
+fn main(@builtin(global_invocation_id) id: vec3<u32>) {
+ let i = id.x;
+ if (i >= arrayLength(&particles)) {
+ return;
+ }
+ var p = particles[i];
+ let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
+ p.pos = vec4<f32>(new_pos, p.pos.w);
+ p.vel.y = p.vel.y - 0.01 * (1.0 + uniforms.audio_peak * 5.0);
+ p.rot.x = p.rot.x + p.rot.y * 0.016;
+ if (p.pos.y < -1.5) {
+ p.pos.y = 1.5;
+ p.pos.x = (f32(i % 100u) / 50.0) - 1.0 + (uniforms.audio_peak * 0.5);
+ p.vel.y = 0.0;
+ }
+ particles[i] = p;
+}
diff --git a/assets/final/shaders/particle_render.wgsl b/assets/final/shaders/particle_render.wgsl
new file mode 100644
index 0000000..6f115ec
--- /dev/null
+++ b/assets/final/shaders/particle_render.wgsl
@@ -0,0 +1,44 @@
+struct Particle {
+ pos: vec4<f32>,
+ vel: vec4<f32>,
+ rot: vec4<f32>,
+ color: vec4<f32>,
+};
+
+struct Uniforms {
+ audio_peak: f32,
+ aspect_ratio: f32,
+ time: f32,
+ beat: f32,
+};
+
+@group(0) @binding(0) var<storage, read> particles: array<Particle>;
+@group(0) @binding(1) var<uniform> uniforms: Uniforms;
+
+struct VSOut {
+ @builtin(position) pos: vec4<f32>,
+ @location(0) color: vec4<f32>,
+};
+
+@vertex fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut {
+ let p = particles[ii];
+ let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_peak * 0.02;
+ var offsets = array<vec2<f32>, 6>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(1, -1),
+ vec2<f32>(-1, 1),
+ vec2<f32>(-1, 1),
+ vec2<f32>(1, -1),
+ vec2<f32>(1, 1)
+ );
+ let offset = offsets[vi];
+ let c = cos(p.rot.x);
+ let s = sin(p.rot.x);
+ let rotated_offset = vec2<f32>(offset.x * c - offset.y * s, offset.x * s + offset.y * c);
+ let pos = vec2<f32>(p.pos.x + rotated_offset.x * size / uniforms.aspect_ratio, p.pos.y + rotated_offset.y * size);
+ return VSOut(vec4<f32>(pos, 0.0, 1.0), p.color * (0.5 + 0.5 * uniforms.audio_peak));
+}
+
+@fragment fn fs_main(@location(0) color: vec4<f32>) -> @location(0) vec4<f32> {
+ return color;
+}
diff --git a/assets/final/shaders/particle_spray_compute.wgsl b/assets/final/shaders/particle_spray_compute.wgsl
new file mode 100644
index 0000000..55fa8e9
--- /dev/null
+++ b/assets/final/shaders/particle_spray_compute.wgsl
@@ -0,0 +1,40 @@
+struct Particle {
+ pos: vec4<f32>,
+ vel: vec4<f32>,
+ rot: vec4<f32>,
+ color: vec4<f32>,
+};
+
+struct Uniforms {
+ intensity: f32,
+ aspect_ratio: f32,
+ time: f32,
+ beat: f32,
+};
+
+@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
+@group(0) @binding(1) var<uniform> uniforms: Uniforms;
+
+fn hash(p: f32) -> f32 {
+ return fract(sin(p) * 43758.5453);
+}
+
+@compute @workgroup_size(64)
+fn main(@builtin(global_invocation_id) id: vec3<u32>) {
+ let i = id.x;
+ if (i >= arrayLength(&particles)) {
+ return;
+ }
+ var p = particles[i];
+ if (p.pos.w <= 0.0) {
+ let r = hash(f32(i) + uniforms.time);
+ let angle = r * 6.28318;
+ p.pos = vec4<f32>(0.0, 0.0, 0.0, 1.0);
+ p.vel = vec4<f32>(cos(angle), sin(angle), 0.0, 0.0) * (0.5 + hash(r) * 0.5) * (1.0 + uniforms.intensity * 2.0);
+ p.color = vec4<f32>(hash(r + 0.1), hash(r + 0.2), 1.0, 1.0);
+ }
+ let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
+ p.pos = vec4<f32>(new_pos, p.pos.w - 0.01 * (1.0 + uniforms.beat));
+ p.vel.y = p.vel.y - 0.01;
+ particles[i] = p;
+}
diff --git a/assets/final/shaders/passthrough.wgsl b/assets/final/shaders/passthrough.wgsl
new file mode 100644
index 0000000..aa4de1c
--- /dev/null
+++ b/assets/final/shaders/passthrough.wgsl
@@ -0,0 +1,24 @@
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+struct Uniforms {
+ time: f32,
+ beat: f32,
+ intensity: f32,
+ aspect_ratio: f32,
+ resolution: vec2<f32>,
+};
+@group(0) @binding(2) var<uniform> uniforms: Uniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ return textureSample(txt, smplr, p.xy / uniforms.resolution);
+}
diff --git a/assets/final/shaders/ray_box.wgsl b/assets/final/shaders/ray_box.wgsl
new file mode 100644
index 0000000..d56ea1b
--- /dev/null
+++ b/assets/final/shaders/ray_box.wgsl
@@ -0,0 +1,16 @@
+struct RayBounds {
+ t_entry: f32,
+ t_exit: f32,
+ hit: bool,
+};
+
+fn ray_box_intersection(ro: vec3<f32>, rd: vec3<f32>, extent: vec3<f32>) -> RayBounds {
+ let inv_rd = 1.0 / rd;
+ let t0 = (-extent - ro) * inv_rd;
+ let t1 = (extent - ro) * inv_rd;
+ let tmin_vec = min(t0, t1);
+ let tmax_vec = max(t0, t1);
+ let t_entry = max(0.0, max(tmin_vec.x, max(tmin_vec.y, tmin_vec.z)));
+ let t_exit = min(tmax_vec.x, min(tmax_vec.y, tmax_vec.z));
+ return RayBounds(t_entry, t_exit, t_entry <= t_exit);
+}
diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl
new file mode 100644
index 0000000..0b2c38b
--- /dev/null
+++ b/assets/final/shaders/renderer_3d.wgsl
@@ -0,0 +1,194 @@
+@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
+@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
+@group(0) @binding(2) var noise_tex: texture_2d<f32>;
+@group(0) @binding(3) var noise_sampler: sampler;
+
+struct VertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) local_pos: vec3<f32>,
+ @location(1) color: vec4<f32>,
+ @location(2) @interpolate(flat) instance_index: u32,
+ @location(3) world_pos: vec3<f32>,
+};
+
+@vertex
+fn vs_main(@builtin(vertex_index) vertex_index: u32,
+ @builtin(instance_index) instance_index: u32) -> VertexOutput {
+
+ var pos = array<vec3<f32>, 36>(
+ vec3(-1.0, -1.0, 1.0), vec3( 1.0, -1.0, 1.0), vec3( 1.0, 1.0, 1.0),
+ vec3(-1.0, -1.0, 1.0), vec3( 1.0, 1.0, 1.0), vec3(-1.0, 1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3(-1.0, 1.0, -1.0), vec3( 1.0, 1.0, -1.0),
+ vec3(-1.0, -1.0, -1.0), vec3( 1.0, 1.0, -1.0), vec3( 1.0, -1.0, -1.0),
+ vec3(-1.0, 1.0, -1.0), vec3(-1.0, 1.0, 1.0), vec3( 1.0, 1.0, 1.0),
+ vec3(-1.0, 1.0, -1.0), vec3( 1.0, 1.0, 1.0), vec3( 1.0, 1.0, -1.0),
+ vec3(-1.0, -1.0, -1.0), vec3( 1.0, -1.0, -1.0), vec3( 1.0, -1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3( 1.0, -1.0, 1.0), vec3(-1.0, -1.0, 1.0),
+ vec3( 1.0, -1.0, -1.0), vec3( 1.0, 1.0, -1.0), vec3( 1.0, 1.0, 1.0),
+ vec3( 1.0, -1.0, -1.0), vec3( 1.0, 1.0, 1.0), vec3( 1.0, -1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3(-1.0, -1.0, 1.0), vec3(-1.0, 1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3(-1.0, 1.0, 1.0), vec3(-1.0, 1.0, -1.0)
+ );
+
+ var p = pos[vertex_index];
+ let obj = object_data.objects[instance_index];
+ let obj_type = obj.params.x;
+
+ // Tight fit for Torus proxy hull (major radius 1.0, minor 0.4)
+ if (obj_type == 3.0) {
+ p.x = p.x * 1.5;
+ p.z = p.z * 1.5;
+ p.y = p.y * 0.5;
+ }
+
+ let world_pos = obj.model * vec4<f32>(p, 1.0);
+ let clip_pos = globals.view_proj * world_pos;
+
+ var out: VertexOutput;
+ out.position = clip_pos;
+ out.local_pos = p;
+ out.color = obj.color;
+ out.instance_index = instance_index;
+ out.world_pos = world_pos.xyz;
+ return out;
+}
+
+fn get_dist(p: vec3<f32>, obj_type: f32) -> f32 {
+ if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere
+ if (obj_type == 2.0) { return sdBox(p, vec3<f32>(1.0)); } // Unit Box
+ if (obj_type == 3.0) { return sdTorus(p, vec2<f32>(1.0, 0.4)); } // Unit Torus
+ if (obj_type == 4.0) { return sdPlane(p, vec3<f32>(0.0, 1.0, 0.0), 0.0); }
+ return 100.0;
+}
+
+fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 {
+ var d = 1000.0;
+ let count = u32(globals.params.x);
+
+ for (var i = 0u; i < count; i = i + 1u) {
+ if (i == skip_idx) { continue; }
+ let obj = object_data.objects[i];
+ let obj_type = obj.params.x;
+ // Skip rasterized objects (like the floor) in the SDF map
+ if (obj_type <= 0.0) { continue; }
+
+ let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz;
+
+ let scale_x = length(obj.model[0].xyz);
+ let scale_y = length(obj.model[1].xyz);
+ let scale_z = length(obj.model[2].xyz);
+ // Use conservative minimum scale to avoid overstepping the distance field
+ let s = min(scale_x, min(scale_y, scale_z));
+
+ d = min(d, get_dist(q, obj_type) * s);
+ }
+ return d;
+}
+
+@fragment
+fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
+ let obj = object_data.objects[in.instance_index];
+ let obj_type = obj.params.x;
+
+ var p: vec3<f32>;
+ var normal: vec3<f32>;
+ var base_color = in.color.rgb;
+ let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0));
+
+ if (obj_type <= 0.0) { // Raster path
+ p = in.world_pos;
+ let local_normal = normalize(cross(dpdx(in.local_pos), dpdy(in.local_pos)));
+ let normal_matrix = mat3x3<f32>(obj.inv_model[0].xyz, obj.inv_model[1].xyz, obj.inv_model[2].xyz);
+ normal = normalize(transpose(normal_matrix) * local_normal);
+
+ // 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);
+ base_color = base_color * (0.5 + 0.5 * grid_val);
+ } else { // SDF path
+ let ro_world = globals.camera_pos_time.xyz;
+ let rd_world = normalize(in.world_pos - ro_world);
+
+ // Ray-Box Intersection in local space to find tight bounds
+ let ro_local = (obj.inv_model * vec4<f32>(ro_world, 1.0)).xyz;
+ let rd_local = normalize((obj.inv_model * vec4<f32>(rd_world, 0.0)).xyz);
+
+ // Proxy box extent (matches vs_main)
+ var extent = vec3<f32>(1.0);
+ if (obj_type == 3.0) { extent = vec3<f32>(1.5, 0.5, 1.5); }
+
+ let bounds = ray_box_intersection(ro_local, rd_local, extent);
+
+ if (!bounds.hit) { discard; }
+
+ var t = bounds.t_entry;
+ var hit = false;
+ for (var i = 0; i < 64; i = i + 1) {
+ let q = ro_local + rd_local * t;
+ let d_local = get_dist(q, obj_type);
+ if (d_local < 0.0005) { hit = true; break; }
+ t = t + d_local;
+ if (t > bounds.t_exit) { break; }
+ }
+ if (!hit) { discard; }
+
+ let q_hit = ro_local + rd_local * t;
+ p = (obj.model * vec4<f32>(q_hit, 1.0)).xyz; // Correct world position
+
+ // Calculate normal with bump mapping
+ let e = vec2<f32>(0.005, 0.0);
+ 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 h_x1 = textureSample(noise_tex, noise_sampler, uv_x1).r;
+ let d_x1 = get_dist(q_x1, obj_type) - 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 h_x2 = textureSample(noise_tex, noise_sampler, uv_x2).r;
+ let d_x2 = get_dist(q_x2, obj_type) - 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 h_y1 = textureSample(noise_tex, noise_sampler, uv_y1).r;
+ let d_y1 = get_dist(q_y1, obj_type) - 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 h_y2 = textureSample(noise_tex, noise_sampler, uv_y2).r;
+ let d_y2 = get_dist(q_y2, obj_type) - 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 h_z1 = textureSample(noise_tex, noise_sampler, uv_z1).r;
+ let d_z1 = get_dist(q_z1, obj_type) - 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 h_z2 = textureSample(noise_tex, noise_sampler, uv_z2).r;
+ let d_z2 = get_dist(q_z2, obj_type) - disp_strength * h_z2;
+
+ let n_local = normalize(vec3<f32>(d_x1 - d_x2, d_y1 - d_y2, d_z1 - d_z2));
+ let normal_matrix = mat3x3<f32>(obj.inv_model[0].xyz, obj.inv_model[1].xyz, obj.inv_model[2].xyz);
+ normal = normalize(transpose(normal_matrix) * 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);
+ 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 tex_val = textureSample(noise_tex, noise_sampler, uv_hit).r;
+ base_color = base_color * (0.7 + 0.3 * tex_val);
+ }
+ }
+
+ let shadow = calc_shadow(p, light_dir, 0.05, 20.0, in.instance_index);
+ let diffuse = max(dot(normal, light_dir), 0.0);
+ let lighting = diffuse * (0.1 + 0.9 * shadow) + 0.1; // Ambient + Shadowed Diffuse
+ return vec4<f32>(base_color * lighting, 1.0);
+} \ No newline at end of file
diff --git a/assets/final/shaders/sdf_primitives.wgsl b/assets/final/shaders/sdf_primitives.wgsl
new file mode 100644
index 0000000..31bbe2d
--- /dev/null
+++ b/assets/final/shaders/sdf_primitives.wgsl
@@ -0,0 +1,14 @@
+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/final/shaders/solarize.wgsl b/assets/final/shaders/solarize.wgsl
new file mode 100644
index 0000000..9bd0212
--- /dev/null
+++ b/assets/final/shaders/solarize.wgsl
@@ -0,0 +1,37 @@
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+struct Uniforms {
+ time: f32,
+ beat: f32,
+ intensity: f32,
+ aspect_ratio: f32,
+ resolution: vec2<f32>,
+};
+
+@group(0) @binding(2) var<uniform> uniforms: Uniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = p.xy / uniforms.resolution;
+ var col = textureSample(txt, smplr, uv);
+ let thr = 0.5 + 0.3 * sin(uniforms.time);
+ if (col.r < thr) {
+ col.r = 1.0 - col.r;
+ }
+ if (col.g < thr) {
+ col.g = 1.0 - col.g;
+ }
+ if (col.b < thr) {
+ col.b = 1.0 - col.b;
+ }
+ return col;
+}
diff --git a/assets/final/shaders/visual_debug.wgsl b/assets/final/shaders/visual_debug.wgsl
new file mode 100644
index 0000000..e91c1a9
--- /dev/null
+++ b/assets/final/shaders/visual_debug.wgsl
@@ -0,0 +1,27 @@
+struct Uniforms {
+ viewProj : mat4x4<f32>,
+}
+@group(0) @binding(0) var<uniform> uniforms : Uniforms;
+
+struct VertexInput {
+ @location(0) position : vec3<f32>,
+ @location(1) color : vec3<f32>,
+}
+
+struct VertexOutput {
+ @builtin(position) position : vec4<f32>,
+ @location(0) color : vec3<f32>,
+}
+
+@vertex
+fn vs_main(in : VertexInput) -> VertexOutput {
+ var out : VertexOutput;
+ out.position = uniforms.viewProj * vec4<f32>(in.position, 1.0);
+ out.color = in.color;
+ return out;
+}
+
+@fragment
+fn fs_main(in : VertexOutput) -> @location(0) vec4<f32> {
+ return vec4<f32>(in.color, 1.0);
+}
diff --git a/assets/final/test_assets_list.txt b/assets/final/test_assets_list.txt
index f0c2275..727d4bc 100644
--- a/assets/final/test_assets_list.txt
+++ b/assets/final/test_assets_list.txt
@@ -1,3 +1,9 @@
# Asset Name, Compression Type, Filename/Placeholder, Description
TEST_ASSET, NONE, test_asset.txt, "A static test asset"
PROC_NOISE_256, PROC(gen_noise,256,256), _, "A 256x256 procedural noise texture"
+SHADER_RENDERER_3D, NONE, shaders/renderer_3d.wgsl, "Hybrid 3D Renderer Shader"
+SHADER_COMMON_UNIFORMS, NONE, shaders/common_uniforms.wgsl, "Common Uniforms Snippet"
+SHADER_SDF_PRIMITIVES, NONE, shaders/sdf_primitives.wgsl, "SDF Primitives Snippet"
+SHADER_LIGHTING, NONE, shaders/lighting.wgsl, "Lighting Snippet"
+SHADER_RAY_BOX, NONE, shaders/ray_box.wgsl, "Ray-Box Intersection Snippet"
+SHADER_VISUAL_DEBUG, NONE, shaders/visual_debug.wgsl, "Visual Debug Shader"