summaryrefslogtreecommitdiff
path: root/common/shaders/math
diff options
context:
space:
mode:
Diffstat (limited to 'common/shaders/math')
-rw-r--r--common/shaders/math/color.wgsl27
-rw-r--r--common/shaders/math/common_utils.wgsl46
-rw-r--r--common/shaders/math/noise.wgsl147
-rw-r--r--common/shaders/math/sdf_shapes.wgsl30
-rw-r--r--common/shaders/math/sdf_utils.wgsl115
-rw-r--r--common/shaders/math/utils.wgsl14
6 files changed, 0 insertions, 379 deletions
diff --git a/common/shaders/math/color.wgsl b/common/shaders/math/color.wgsl
deleted file mode 100644
index 9352053..0000000
--- a/common/shaders/math/color.wgsl
+++ /dev/null
@@ -1,27 +0,0 @@
-// Common color space and tone mapping functions.
-
-// sRGB to Linear approximation
-// Note: Assumes input is in sRGB color space.
-fn sRGB(t: vec3f) -> vec3f {
- return mix(1.055 * pow(t, vec3f(1.0/2.4)) - 0.055, 12.92 * t, step(t, vec3f(0.0031308)));
-}
-
-// ACES Filmic Tone Mapping (Approximate)
-// A common tone mapping algorithm used in games and film.
-fn aces_approx(v_in: vec3f) -> vec3f {
- var v = max(v_in, vec3f(0.0));
- v *= 0.6;
- let a = 2.51;
- let b = 0.03;
- let c = 2.43;
- let d = 0.59;
- let e = 0.14;
- return clamp((v * (a * v + b)) / (v * (c * v + d) + e), vec3f(0.0), vec3f(1.0));
-}
-
-// HSV to RGB conversion
-const hsv2rgb_K = vec4f(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
-fn hsv2rgb(c: vec3f) -> vec3f {
- let p = abs(fract(c.xxx + hsv2rgb_K.xyz) * 6.0 - hsv2rgb_K.www);
- return c.z * mix(hsv2rgb_K.xxx, clamp(p - hsv2rgb_K.xxx, vec3f(0.0), vec3f(1.0)), c.y);
-}
diff --git a/common/shaders/math/common_utils.wgsl b/common/shaders/math/common_utils.wgsl
deleted file mode 100644
index 6ebc25a..0000000
--- a/common/shaders/math/common_utils.wgsl
+++ /dev/null
@@ -1,46 +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: mat4x4f, normal_local: vec3f) -> vec3f {
- let normal_matrix = mat3x3f(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: vec3f) -> vec2f {
- let u = atan2(p.x, p.z) / TAU + 0.5;
- let v = acos(clamp(p.y / length(p), -1.0, 1.0)) / PI;
- return vec2f(u, v);
-}
-
-// Spherical UV from direction vector (for skybox, etc.)
-fn spherical_uv_from_dir(dir: vec3f) -> vec2f {
- let u = atan2(dir.z, dir.x) / TAU + 0.5;
- let v = asin(clamp(dir.y, -1.0, 1.0)) / PI + 0.5;
- return vec2f(u, v);
-}
-
-// Grid pattern for procedural texturing (checkerboard-like)
-fn grid_pattern(uv: vec2f) -> 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.
-
-// Calculates normalized screen coordinates from fragment position and resolution.
-// Input `p` is the fragment's @builtin(position), `resolution` is the screen resolution.
-// Returns a vec2f in NDC space, with X adjusted for aspect ratio.
-fn getScreenCoord(p: vec4f, resolution: vec2f) -> vec2f {
- let q = p.xy / resolution;
- var coord = -1.0 + 2.0 * q;
- coord.x *= resolution.x / resolution.y;
- return coord;
-}
diff --git a/common/shaders/math/noise.wgsl b/common/shaders/math/noise.wgsl
deleted file mode 100644
index dd97e02..0000000
--- a/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: vec2f -> f32
-// 2D coordinate to single hash value
-fn hash_2f(p: vec2f) -> f32 {
- var h = dot(p, vec2f(127.1, 311.7));
- return fract(sin(h) * 43758.5453123);
-}
-
-// Hash: vec2f -> vec2f
-// 2D coordinate to 2D hash (from Shadertoy 4djSRW)
-fn hash_2f_2f(p: vec2f) -> vec2f {
- var p3 = fract(vec3f(p.x, p.y, p.x) * vec3f(0.1021, 0.1013, 0.0977));
- p3 += dot(p3, p3.yzx + 33.33);
- return fract((p3.xx + p3.yz) * p3.zy);
-}
-
-// Hash: vec3f -> f32
-// 3D coordinate to single hash value
-fn hash_3f(p: vec3f) -> f32 {
- var h = dot(p, vec3f(127.1, 311.7, 74.7));
- return fract(sin(h) * 43758.5453123);
-}
-
-// Hash: vec3f -> vec3f
-// 3D coordinate to 3D hash
-fn hash_3f_3f(p: vec3f) -> vec3f {
- 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 -> vec2f
-fn hash_1u_2f(p: u32) -> vec2f {
- return vec2f(hash_1u(p), hash_1u(p + 1423u));
-}
-
-// Hash: u32 -> vec3f
-fn hash_1u_3f(p: u32) -> vec3f {
- return vec3f(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: vec2f) -> f32 {
- let i = floor(p);
- let f = fract(p);
- let u = f * f * (3.0 - 2.0 * f);
- let n0 = hash_2f(i + vec2f(0.0, 0.0));
- let n1 = hash_2f(i + vec2f(1.0, 0.0));
- let n2 = hash_2f(i + vec2f(0.0, 1.0));
- let n3 = hash_2f(i + vec2f(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: vec3f) -> f32 {
- let i = floor(p);
- let f = fract(p);
- let u = f * f * (3.0 - 2.0 * f);
- let n000 = hash_3f(i + vec3f(0.0, 0.0, 0.0));
- let n100 = hash_3f(i + vec3f(1.0, 0.0, 0.0));
- let n010 = hash_3f(i + vec3f(0.0, 1.0, 0.0));
- let n110 = hash_3f(i + vec3f(1.0, 1.0, 0.0));
- let n001 = hash_3f(i + vec3f(0.0, 0.0, 1.0));
- let n101 = hash_3f(i + vec3f(1.0, 0.0, 1.0));
- let n011 = hash_3f(i + vec3f(0.0, 1.0, 1.0));
- let n111 = hash_3f(i + vec3f(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: vec3f) -> 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: vec2f, 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: vec3f, 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/common/shaders/math/sdf_shapes.wgsl b/common/shaders/math/sdf_shapes.wgsl
deleted file mode 100644
index 2dfae3e..0000000
--- a/common/shaders/math/sdf_shapes.wgsl
+++ /dev/null
@@ -1,30 +0,0 @@
-// 3D SDF primitives
-fn sdSphere(p: vec3f, r: f32) -> f32 {
- return length(p) - r;
-}
-
-fn sdBox(p: vec3f, b: vec3f) -> f32 {
- let q = abs(p) - b;
- return length(max(q, vec3f(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
-}
-
-fn sdTorus(p: vec3f, t: vec2f) -> f32 {
- let q = vec2f(length(p.xz) - t.x, p.y);
- return length(q) - t.y;
-}
-
-fn sdPlane(p: vec3f, n: vec3f, h: f32) -> f32 {
- return dot(p, n) + h;
-}
-
-// 2D SDF primitives
-fn sdBox2D(p: vec2f, b: vec2f) -> f32 {
- let d = abs(p) - b;
- return length(max(d, vec2f(0.0))) + min(max(d.x, d.y), 0.0);
-}
-
-// Approximate
-fn sdEllipse(p: vec2f, ab: vec2f) -> f32 {
- let d = length(p / ab);
- return length(p) * (1.0 - 1.0 / d);
-}
diff --git a/common/shaders/math/sdf_utils.wgsl b/common/shaders/math/sdf_utils.wgsl
deleted file mode 100644
index 5a77c7e..0000000
--- a/common/shaders/math/sdf_utils.wgsl
+++ /dev/null
@@ -1,115 +0,0 @@
-fn get_normal_basic(p: vec3f, obj_params: vec4f) -> vec3f {
- let obj_type = obj_params.x;
- if (obj_type == 1.0) { return normalize(p); }
- let e = vec2f(0.001, 0.0);
- return normalize(vec3f(
- 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: vec3f, obj_params: vec4f) -> vec3f {
- let obj_type = obj_params.x;
- if (obj_type == 1.0) { return normalize(p); }
- let eps = 0.0001;
- let k = vec2f(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: vec3f,
- obj_params: vec4f,
- noise_tex: texture_2d<f32>,
- noise_sampler: sampler,
- disp_strength: f32
-) -> vec3f {
- let e = vec2f(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(vec3f(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: vec3f,
- obj_params: vec4f,
- noise_tex: texture_2d<f32>,
- noise_sampler: sampler,
- disp_strength: f32
-) -> vec3f {
- let eps = 0.0005;
- let k = vec2f(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: vec3f, min_p: vec3f, max_p: vec3f) -> 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, vec3f(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
-}
diff --git a/common/shaders/math/utils.wgsl b/common/shaders/math/utils.wgsl
deleted file mode 100644
index c75cb66..0000000
--- a/common/shaders/math/utils.wgsl
+++ /dev/null
@@ -1,14 +0,0 @@
-// General-purpose math utility functions.
-
-// Returns a 2x2 rotation matrix.
-fn rot(a: f32) -> mat2x2f {
- let c = cos(a);
- let s = sin(a);
- return mat2x2f(c, s, -s, c);
-}
-
-// Fast approximation of tanh.
-fn tanh_approx(x: f32) -> f32 {
- let x2 = x * x;
- return clamp(x * (27.0 + x2) / (27.0 + 9.0 * x2), -1.0, 1.0);
-}