diff options
Diffstat (limited to 'common/shaders')
31 files changed, 0 insertions, 1188 deletions
diff --git a/common/shaders/camera_common.wgsl b/common/shaders/camera_common.wgsl deleted file mode 100644 index 846d052..0000000 --- a/common/shaders/camera_common.wgsl +++ /dev/null @@ -1,52 +0,0 @@ -// Camera parameters and helpers for SDF raymarching effects - -struct CameraParams { - inv_view: mat4x4f, - fov: f32, - near_plane: f32, - far_plane: f32, - aspect_ratio: f32, -} - -struct Ray { - origin: vec3f, - direction: vec3f, -} - -// Generate camera ray for given UV coordinates (-1 to 1) -fn getCameraRay(cam: CameraParams, uv: vec2f) -> Ray { - let cam_pos = vec3f(cam.inv_view[3].x, cam.inv_view[3].y, cam.inv_view[3].z); - - // Compute ray direction from FOV and aspect ratio - let tan_fov = tan(cam.fov * 0.5); - let ndc = vec3f(uv.x * cam.aspect_ratio * tan_fov, uv.y * tan_fov, -1.0); - - // Transform direction by inverse view matrix (rotation only) - let dir = normalize( - cam.inv_view[0].xyz * ndc.x + - cam.inv_view[1].xyz * ndc.y + - cam.inv_view[2].xyz * ndc.z - ); - - return Ray(cam_pos, dir); -} - -// Extract camera position from inverse view matrix -fn getCameraPosition(cam: CameraParams) -> vec3f { - return vec3f(cam.inv_view[3].x, cam.inv_view[3].y, cam.inv_view[3].z); -} - -// Extract camera forward vector (view direction) -fn getCameraForward(cam: CameraParams) -> vec3f { - return -normalize(vec3f(cam.inv_view[2].x, cam.inv_view[2].y, cam.inv_view[2].z)); -} - -// Extract camera up vector -fn getCameraUp(cam: CameraParams) -> vec3f { - return normalize(vec3f(cam.inv_view[1].x, cam.inv_view[1].y, cam.inv_view[1].z)); -} - -// Extract camera right vector -fn getCameraRight(cam: CameraParams) -> vec3f { - return normalize(vec3f(cam.inv_view[0].x, cam.inv_view[0].y, cam.inv_view[0].z)); -} diff --git a/common/shaders/combined_postprocess.wgsl b/common/shaders/combined_postprocess.wgsl deleted file mode 100644 index c0acfe7..0000000 --- a/common/shaders/combined_postprocess.wgsl +++ /dev/null @@ -1,23 +0,0 @@ -// Example: Combined post-process using inline functions -// Demonstrates how to chain multiple simple effects without separate classes - -#include "sequence_uniforms" -#include "postprocess_inline" -#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main - -@group(0) @binding(0) var input_sampler: sampler; -@group(0) @binding(1) var input_texture: texture_2d<f32>; -@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams; - -@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f { - // Sample base color - var color = textureSample(input_texture, input_sampler, in.uv); - - // Apply effects in sequence (customize as needed) - // color = apply_solarize(color, 0.4, 0.4, uniforms.time); - // color = apply_theme(color, vec3f(1.0, 0.8, 0.6), 0.3); - color = apply_vignette(color, in.uv, 0.6, 0.1, uniforms.audio_intensity); - // color = apply_flash(color, uniforms.beat_phase * 0.2); - - return color; -} diff --git a/common/shaders/common_uniforms.wgsl b/common/shaders/common_uniforms.wgsl deleted file mode 100644 index 5dc0251..0000000 --- a/common/shaders/common_uniforms.wgsl +++ /dev/null @@ -1,25 +0,0 @@ -struct CommonUniforms { - resolution: vec2f, // Screen dimensions - aspect_ratio: f32, // Width/height ratio - time: f32, // Physical time in seconds (unaffected by tempo) - beat_time: f32, // Musical time in beats (absolute, tempo-scaled) - beat_phase: f32, // Fractional beat (0.0-1.0 within current beat) - audio_intensity: f32, // Audio peak for beat sync - _pad: f32, // Padding -}; -struct GlobalUniforms { - view_proj: mat4x4f, - inv_view_proj: mat4x4f, - camera_pos_time: vec4f, - params: vec4f, - resolution: vec2f, -}; -struct ObjectData { - model: mat4x4f, - inv_model: mat4x4f, - color: vec4f, - params: vec4f, -}; -struct ObjectsBuffer { - objects: array<ObjectData>, -};
\ No newline at end of file diff --git a/common/shaders/compute/gen_blend.wgsl b/common/shaders/compute/gen_blend.wgsl deleted file mode 100644 index c6be7bb..0000000 --- a/common/shaders/compute/gen_blend.wgsl +++ /dev/null @@ -1,29 +0,0 @@ -// This file is part of the 64k demo project. -// GPU composite shader: Blend two textures. - -struct BlendParams { - width: u32, - height: u32, - blend_factor: f32, - _pad0: f32, -} - -@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>; -@group(0) @binding(1) var<uniform> params: BlendParams; -@group(0) @binding(2) var input_a: texture_2d<f32>; -@group(0) @binding(3) var input_b: texture_2d<f32>; -@group(0) @binding(4) var tex_sampler: sampler; - -@compute @workgroup_size(8, 8, 1) -fn main(@builtin(global_invocation_id) id: vec3<u32>) { - if (id.x >= params.width || id.y >= params.height) { return; } - - let uv = vec2f(f32(id.x) / f32(params.width), - f32(id.y) / f32(params.height)); - - let color_a = textureSampleLevel(input_a, tex_sampler, uv, 0.0); - let color_b = textureSampleLevel(input_b, tex_sampler, uv, 0.0); - let blended = mix(color_a, color_b, params.blend_factor); - - textureStore(output_tex, id.xy, blended); -} diff --git a/common/shaders/compute/gen_grid.wgsl b/common/shaders/compute/gen_grid.wgsl deleted file mode 100644 index 4ce7ea3..0000000 --- a/common/shaders/compute/gen_grid.wgsl +++ /dev/null @@ -1,24 +0,0 @@ -// GPU procedural grid pattern generator. -// Simple grid lines with configurable spacing and thickness. - -struct GridParams { - width: u32, - height: u32, - grid_size: u32, - thickness: u32, -} - -@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>; -@group(0) @binding(1) var<uniform> params: GridParams; - -@compute @workgroup_size(8, 8, 1) -fn main(@builtin(global_invocation_id) id: vec3<u32>) { - if (id.x >= params.width || id.y >= params.height) { return; } - - let on_line = (id.x % params.grid_size) < params.thickness || - (id.y % params.grid_size) < params.thickness; - - let val = select(0.0, 1.0, on_line); - - textureStore(output_tex, id.xy, vec4f(val, val, val, 1.0)); -} diff --git a/common/shaders/compute/gen_mask.wgsl b/common/shaders/compute/gen_mask.wgsl deleted file mode 100644 index 39f5b50..0000000 --- a/common/shaders/compute/gen_mask.wgsl +++ /dev/null @@ -1,27 +0,0 @@ -// This file is part of the 64k demo project. -// GPU composite shader: Multiply texture A by texture B (masking). - -struct MaskParams { - width: u32, - height: u32, -} - -@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>; -@group(0) @binding(1) var<uniform> params: MaskParams; -@group(0) @binding(2) var input_a: texture_2d<f32>; -@group(0) @binding(3) var input_b: texture_2d<f32>; -@group(0) @binding(4) var tex_sampler: sampler; - -@compute @workgroup_size(8, 8, 1) -fn main(@builtin(global_invocation_id) id: vec3<u32>) { - if (id.x >= params.width || id.y >= params.height) { return; } - - let uv = vec2f(f32(id.x) / f32(params.width), - f32(id.y) / f32(params.height)); - - let color_a = textureSampleLevel(input_a, tex_sampler, uv, 0.0); - let mask_b = textureSampleLevel(input_b, tex_sampler, uv, 0.0); - let masked = color_a * mask_b; - - textureStore(output_tex, id.xy, masked); -} diff --git a/common/shaders/compute/gen_noise.wgsl b/common/shaders/compute/gen_noise.wgsl deleted file mode 100644 index 7b75f13..0000000 --- a/common/shaders/compute/gen_noise.wgsl +++ /dev/null @@ -1,26 +0,0 @@ -// GPU procedural noise texture generator. -// Uses compute shader for parallel texture generation. - -#include "math/noise" - -struct NoiseParams { - width: u32, - height: u32, - seed: f32, - frequency: f32, -} - -@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>; -@group(0) @binding(1) var<uniform> params: NoiseParams; - -@compute @workgroup_size(8, 8, 1) -fn main(@builtin(global_invocation_id) id: vec3<u32>) { - if (id.x >= params.width || id.y >= params.height) { return; } - - let uv = vec2f(f32(id.x) / f32(params.width), - f32(id.y) / f32(params.height)); - let p = uv * params.frequency + params.seed; - let noise = noise_2d(p); - - textureStore(output_tex, id.xy, vec4f(noise, noise, noise, 1.0)); -} diff --git a/common/shaders/compute/gen_perlin.wgsl b/common/shaders/compute/gen_perlin.wgsl deleted file mode 100644 index 2807f6d..0000000 --- a/common/shaders/compute/gen_perlin.wgsl +++ /dev/null @@ -1,44 +0,0 @@ -// GPU procedural Perlin noise texture generator. -// Fractional Brownian Motion using value noise. - -#include "math/noise" - -struct PerlinParams { - width: u32, - height: u32, - seed: f32, - frequency: f32, - amplitude: f32, - amplitude_decay: f32, - octaves: u32, - _pad0: f32, // Padding for alignment -} - -@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>; -@group(0) @binding(1) var<uniform> params: PerlinParams; - -@compute @workgroup_size(8, 8, 1) -fn main(@builtin(global_invocation_id) id: vec3<u32>) { - if (id.x >= params.width || id.y >= params.height) { return; } - - let uv = vec2f(f32(id.x) / f32(params.width), - f32(id.y) / f32(params.height)); - - var value = 0.0; - var amplitude = params.amplitude; - var frequency = params.frequency; - var total_amp = 0.0; - - for (var o: u32 = 0u; o < params.octaves; o++) { - let p = uv * frequency + params.seed; - value += noise_2d(p) * amplitude; - total_amp += amplitude; - frequency *= 2.0; - amplitude *= params.amplitude_decay; - } - - value /= total_amp; - let clamped = clamp(value, 0.0, 1.0); - - textureStore(output_tex, id.xy, vec4f(clamped, clamped, clamped, 1.0)); -} diff --git a/common/shaders/gaussian_blur.wgsl b/common/shaders/gaussian_blur.wgsl deleted file mode 100644 index 7f85719..0000000 --- a/common/shaders/gaussian_blur.wgsl +++ /dev/null @@ -1,32 +0,0 @@ -// Gaussian blur shader for Sequence v2 -#include "sequence_uniforms" -#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main - -@group(0) @binding(0) var input_sampler: sampler; -@group(0) @binding(1) var input_texture: texture_2d<f32>; -@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams; - -struct GaussianBlurParams { - direction: vec2f, - radius: f32, - _pad: f32, -}; -@group(0) @binding(3) var<uniform> params: GaussianBlurParams; - -@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f { - let texel_size = 1.0 / uniforms.resolution; - let offset = params.direction * texel_size; - - var color = vec4f(0.0); - let kernel_size = i32(params.radius); - var weight_sum = 0.0; - - for (var i = -kernel_size; i <= kernel_size; i++) { - let sample_offset = f32(i) * offset; - let weight = exp(-f32(i * i) / (2.0 * params.radius * params.radius)); - color += textureSample(input_texture, input_sampler, in.uv + sample_offset) * weight; - weight_sum += weight; - } - - return color / weight_sum; -} diff --git a/common/shaders/heptagon.wgsl b/common/shaders/heptagon.wgsl deleted file mode 100644 index a8a450f..0000000 --- a/common/shaders/heptagon.wgsl +++ /dev/null @@ -1,33 +0,0 @@ -// Heptagon shader for Sequence v2 -#include "sequence_uniforms" -#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main - -// Standard v2 post-process layout (bindings 0,1 unused for scene effects) -@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams; - -fn sdf_heptagon(p: vec2f, r: f32) -> f32 { - let an = 3.141593 / 7.0; // PI/7 for heptagon - let acs = vec2f(cos(an), sin(an)); - let bn = (atan2(p.x, p.y) % (2.0 * an)) - an; - let q = length(p) * vec2f(cos(bn), abs(sin(bn))); - return length(q - r * acs) * sign(q.x - r * acs.x); -} - -@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f { - let aspect = uniforms.aspect_ratio; - let uv = (in.uv * 2.0 - 1.0) * vec2f(aspect, 1.0); - - let rotation = uniforms.beat_time * 0.5; - let c = cos(rotation); - let s = sin(rotation); - let rot_uv = vec2f( - uv.x * c - uv.y * s, - uv.x * s + uv.y * c - ); - - let dist = sdf_heptagon(rot_uv, 0.3); - let color = mix(vec3f(0.2, 0.4, 0.8), vec3f(1.0, 0.8, 0.2), - smoothstep(0.01, -0.01, dist)); - - return vec4f(color, 1.0); -} diff --git a/common/shaders/lighting.wgsl b/common/shaders/lighting.wgsl deleted file mode 100644 index fd92c1a..0000000 --- a/common/shaders/lighting.wgsl +++ /dev/null @@ -1,24 +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) - )); -} - -fn calc_shadow(ro: vec3f, rd: vec3f, 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/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); -} diff --git a/common/shaders/passthrough.wgsl b/common/shaders/passthrough.wgsl deleted file mode 100644 index bce377c..0000000 --- a/common/shaders/passthrough.wgsl +++ /dev/null @@ -1,11 +0,0 @@ -// Passthrough shader for Sequence v2 -#include "sequence_uniforms" -#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main - -@group(0) @binding(0) var input_sampler: sampler; -@group(0) @binding(1) var input_texture: texture_2d<f32>; -@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams; - -@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f { - return textureSample(input_texture, input_sampler, in.uv); -} diff --git a/common/shaders/postprocess_inline.wgsl b/common/shaders/postprocess_inline.wgsl deleted file mode 100644 index 84ef3d3..0000000 --- a/common/shaders/postprocess_inline.wgsl +++ /dev/null @@ -1,61 +0,0 @@ -// Inline post-process functions for simple effects -// Use these instead of separate effect classes for v2 sequences - -// Vignette: darkens edges based on distance from center -fn apply_vignette(color: vec4f, uv: vec2f, radius: f32, softness: f32, intensity: f32) -> vec4f { - let d = distance(uv, vec2f(0.5, 0.5)); - let vignette = smoothstep(radius, radius - softness, d); - return vec4f(color.rgb * mix(1.0, vignette, intensity), color.a); -} - -// Flash: additive white flash -fn apply_flash(color: vec4f, flash_intensity: f32) -> vec4f { - return color + vec4f(flash_intensity, flash_intensity, flash_intensity, 0.0); -} - -// Fade: linear interpolation to target color -fn apply_fade(color: vec4f, fade_amount: f32, fade_color: vec3f) -> vec4f { - return vec4f(mix(color.rgb, fade_color, fade_amount), color.a); -} - -// Theme modulation: multiply by color tint -fn apply_theme(color: vec4f, theme_color: vec3f, strength: f32) -> vec4f { - return vec4f(mix(color.rgb, color.rgb * theme_color, strength), color.a); -} - -// Solarize: threshold-based color inversion -fn apply_solarize(color: vec4f, threshold: f32, strength: f32, time: f32) -> vec4f { - let pattern_num = u32(time / 2.0); - let is_even = (pattern_num % 2u) == 0u; - let thr = threshold + 0.15 * sin(time); - var col = color; - - if (is_even) { - if (col.r < thr) { col.r = mix(col.r, 1.0 - col.r, strength); } - if (col.g < thr) { col.g = mix(col.g, 1.0 - col.g * 0.7, strength * 0.7); } - if (col.b < thr) { col.b = mix(col.b, col.b * 0.5, strength); } - } else { - if (col.r < thr) { col.r = mix(col.r, col.r * 0.6, strength); } - if (col.g < thr) { col.g = mix(col.g, 1.0 - col.g * 0.8, strength * 0.8); } - if (col.b < thr) { col.b = mix(col.b, 1.0 - col.b, strength); } - } - return col; -} - -// Chroma aberration: RGB channel offset -fn apply_chroma_aberration(input_tex: texture_2d<f32>, input_sampler: sampler, - uv: vec2f, offset: f32, resolution: vec2f) -> vec4f { - let pixel_offset = offset / resolution; - let r = textureSample(input_tex, input_sampler, uv + vec2f(pixel_offset.x, 0.0)).r; - let g = textureSample(input_tex, input_sampler, uv).g; - let b = textureSample(input_tex, input_sampler, uv - vec2f(pixel_offset.x, 0.0)).b; - let a = textureSample(input_tex, input_sampler, uv).a; - return vec4f(r, g, b, a); -} - -// Distort: UV distortion based on time -fn apply_distort(uv: vec2f, time: f32, strength: f32) -> vec2f { - let distort_x = sin(uv.y * 10.0 + time * 2.0) * strength; - let distort_y = cos(uv.x * 10.0 + time * 2.0) * strength; - return uv + vec2f(distort_x, distort_y); -} diff --git a/common/shaders/ray_box.wgsl b/common/shaders/ray_box.wgsl deleted file mode 100644 index 37b9d6a..0000000 --- a/common/shaders/ray_box.wgsl +++ /dev/null @@ -1,16 +0,0 @@ -struct RayBounds { - t_entry: f32, - t_exit: f32, - hit: bool, -}; - -fn ray_box_intersection(ro: vec3f, rd: vec3f, extent: vec3f) -> 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/common/shaders/ray_triangle.wgsl b/common/shaders/ray_triangle.wgsl deleted file mode 100644 index ece823a..0000000 --- a/common/shaders/ray_triangle.wgsl +++ /dev/null @@ -1,30 +0,0 @@ -// This file is part of the 64k demo project. -// Möller-Trumbore ray-triangle intersection algorithm. -// Reference: "Fast, Minimum Storage Ray-Triangle Intersection" - -struct TriangleHit { - uv: vec2f, - z: f32, - N: vec3f, - hit: bool, -}; - -fn ray_triangle_intersection( - orig: vec3f, - dir: vec3f, - p0: vec3f, - p1: vec3f, - p2: vec3f -) -> TriangleHit { - let d10 = p1 - p0; - let d20 = p2 - p0; - let N = cross(d10, d20); - let det = -dot(dir, N); - let invdet = 1.0 / det; - let d0 = orig - p0; - let nd = cross(d0, dir); - let uv = vec2f(dot(d20, nd), -dot(d10, nd)) * invdet; - let z = dot(d0, N) * invdet; - let hit = det > 0.0 && z >= 0.0 && uv.x >= 0.0 && uv.y >= 0.0 && (uv.x + uv.y) < 1.0; - return TriangleHit(uv, z, N, hit); -} diff --git a/common/shaders/render/fullscreen_uv_vs.wgsl b/common/shaders/render/fullscreen_uv_vs.wgsl deleted file mode 100644 index f9ae427..0000000 --- a/common/shaders/render/fullscreen_uv_vs.wgsl +++ /dev/null @@ -1,15 +0,0 @@ -// Common vertex shader for fullscreen post-processing effects. -// Draws a single triangle that covers the entire screen, with uv -// coordinates in [0..1] -struct VertexOutput { - @builtin(position) position: vec4f, - @location(0) uv: vec2f, -}; - -@vertex fn vs_main(@builtin(vertex_index) i: u32) -> VertexOutput { - let pos = array<vec4f, 3>(vec4f(-1, -1, 0, 1.), vec4f(3, -1, 2., 1.), vec4f(-1, 3, 0, -1)); - var out: VertexOutput; - out.position = vec4f(pos[i].xy, 0.0, 1.0); - out.uv = pos[i].zw; - return out; -} diff --git a/common/shaders/render/fullscreen_vs.wgsl b/common/shaders/render/fullscreen_vs.wgsl deleted file mode 100644 index 507b892..0000000 --- a/common/shaders/render/fullscreen_vs.wgsl +++ /dev/null @@ -1,10 +0,0 @@ -// Common vertex shader for fullscreen post-processing effects. -// Draws a single triangle that covers the entire screen. -@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4f { - var pos = array<vec2f, 3>( - vec2f(-1, -1), - vec2f( 3, -1), - vec2f(-1, 3) - ); - return vec4f(pos[i], 0.0, 1.0); -} diff --git a/common/shaders/render/lighting_utils.wgsl b/common/shaders/render/lighting_utils.wgsl deleted file mode 100644 index f805860..0000000 --- a/common/shaders/render/lighting_utils.wgsl +++ /dev/null @@ -1,6 +0,0 @@ -fn calculate_lighting(color: vec3f, normal: vec3f, pos: vec3f, shadow: f32) -> vec3f { - let light_dir = normalize(vec3f(1.0, 1.0, 1.0)); - let diffuse = max(dot(normal, light_dir), 0.0); - let lighting = diffuse * (0.1 + 0.9 * shadow) + 0.1; // Ambient + Shadowed Diffuse - return color * lighting; -} diff --git a/common/shaders/render/raymarching.wgsl b/common/shaders/render/raymarching.wgsl deleted file mode 100644 index 2d6616d..0000000 --- a/common/shaders/render/raymarching.wgsl +++ /dev/null @@ -1,66 +0,0 @@ -// Common functions for Signed Distance Field (SDF) raymarching. -// -// Required user-defined functions: -// - df(vec3f) -> f32 -// Distance field for single-pass rendering (rayMarch, normal, shadow) -// -// For two-pass rendering with object IDs, see raymarching_id.wgsl -// -// Provided constants: -// TOLERANCE, MAX_RAY_LENGTH, MAX_RAY_MARCHES, NORM_OFF - -const TOLERANCE: f32 = 0.0005; -const MAX_RAY_LENGTH: f32 = 20.0; -const MAX_RAY_MARCHES: i32 = 80; -const NORM_OFF: f32 = 0.005; - -// Computes the surface normal of the distance field at a point `pos`. -fn normal(pos: vec3f) -> vec3f { - let eps = vec2f(NORM_OFF, 0.0); - var nor: vec3f; - nor.x = df(pos + eps.xyy) - df(pos - eps.xyy); - nor.y = df(pos + eps.yxy) - df(pos - eps.yxy); - nor.z = df(pos + eps.yyx) - df(pos - eps.yyx); - return normalize(nor); -} - -// Performs the raymarching operation. -// Returns the distance along the ray to the surface, or MAX_RAY_LENGTH if no surface is hit. -fn rayMarch(ro: vec3f, rd: vec3f, tmin: f32) -> f32 { - var t = tmin; - for (var i = 0; i < MAX_RAY_MARCHES; i++) { - if (t > MAX_RAY_LENGTH) { - t = MAX_RAY_LENGTH; - break; - } - let d = df(ro + rd * t); - if (d < TOLERANCE) { - break; - } - t += d; - } - return t; -} - -// Computes a soft shadow for a given point. -fn shadow(lp: vec3f, ld: vec3f, mint: f32, maxt: f32) -> f32 { - let ds = 1.0 - 0.4; - var t = mint; - var nd = 1e6; - let soff = 0.05; - let smul = 1.5; - let MAX_SHD_MARCHES = 20; - - for (var i = 0; i < MAX_SHD_MARCHES; i++) { - let p = lp + ld * t; - let d = df(p); - if (d < TOLERANCE || t >= maxt) { - let sd = 1.0 - exp(-smul * max(t / maxt - soff, 0.0)); - return select(mix(sd, 1.0, smoothstep(0.0, 0.025, nd)), sd, t >= maxt); - } - nd = min(nd, d); - t += ds * d; - } - let sd = 1.0 - exp(-smul * max(t / maxt - soff, 0.0)); - return sd; -} diff --git a/common/shaders/render/raymarching_id.wgsl b/common/shaders/render/raymarching_id.wgsl deleted file mode 100644 index d9f32b2..0000000 --- a/common/shaders/render/raymarching_id.wgsl +++ /dev/null @@ -1,83 +0,0 @@ -// Common functions for Signed Distance Field (SDF) raymarching with object ID. -// -// Required user-defined functions: -// - dfWithID(vec3f) -> RayMarchResult -// -// Requires constants from raymarching.wgsl: -// TOLERANCE, MAX_RAY_LENGTH, MAX_RAY_MARCHES, NORM_OFF -#include "render/raymarching" - -// ============================================================================ -// Two-Pass Raymarching Support -// ============================================================================ -// Design note: RayMarchResult is passed/returned by value (not pointer). -// At 12 bytes (3×f32), return value optimization makes this efficient. -// See doc/CODING_STYLE.md for rationale. - -struct RayMarchResult { - distance: f32, // Distance to surface (MAX_RAY_LENGTH if miss) - distance_max: f32, // Total distance marched (for fog/AO) - object_id: f32, // Object identifier (0.0 = background) -} - -// Raymarch with object ID tracking. -fn rayMarchWithID(ro: vec3f, rd: vec3f, init: RayMarchResult) -> RayMarchResult { - var t = init.distance; - var result = init; - - for (var i = 0; i < MAX_RAY_MARCHES; i++) { - if (t > MAX_RAY_LENGTH) { - result.distance = MAX_RAY_LENGTH; - result.distance_max = MAX_RAY_LENGTH; - break; - } - let sample = dfWithID(ro + rd * t); - if (sample.distance < TOLERANCE) { - result.distance = t; - result.distance_max = t; - result.object_id = sample.object_id; - break; - } - t += sample.distance; - } - - return result; -} - -// Reconstruct world position from stored result. -fn reconstructPosition(ray: Ray, result: RayMarchResult) -> vec3f { - return ray.origin + ray.direction * result.distance; -} - -// Normal calculation using dfWithID. -fn normalWithID(pos: vec3f) -> vec3f { - let eps = vec2f(NORM_OFF, 0.0); - var nor: vec3f; - nor.x = dfWithID(pos + eps.xyy).distance - dfWithID(pos - eps.xyy).distance; - nor.y = dfWithID(pos + eps.yxy).distance - dfWithID(pos - eps.yxy).distance; - nor.z = dfWithID(pos + eps.yyx).distance - dfWithID(pos - eps.yyx).distance; - return normalize(nor); -} - -// Shadow using stored intersection distance. -fn shadowWithStoredDistance(lp: vec3f, ld: vec3f, stored_dist: f32) -> f32 { - let ds = 1.0 - 0.4; - var t = 0.01; - var nd = 1e6; - let soff = 0.05; - let smul = 1.5; - let MAX_SHD_MARCHES = 20; - - for (var i = 0; i < MAX_SHD_MARCHES; i++) { - let p = lp + ld * t; - let d = dfWithID(p).distance; - if (d < TOLERANCE || t >= stored_dist) { - let sd = 1.0 - exp(-smul * max(t / stored_dist - soff, 0.0)); - return select(mix(sd, 1.0, smoothstep(0.0, 0.025, nd)), sd, t >= stored_dist); - } - nd = min(nd, d); - t += ds * d; - } - let sd = 1.0 - exp(-smul * max(t / stored_dist - soff, 0.0)); - return sd; -} diff --git a/common/shaders/render/scene_query_bvh.wgsl b/common/shaders/render/scene_query_bvh.wgsl deleted file mode 100644 index cf2136b..0000000 --- a/common/shaders/render/scene_query_bvh.wgsl +++ /dev/null @@ -1,67 +0,0 @@ -#include "math/sdf_shapes" -#include "math/sdf_utils" - -struct BVHNode { - min: vec3f, - left_idx: i32, - max: vec3f, - obj_idx_or_right: i32, -}; - -@group(0) @binding(2) var<storage, read> bvh_nodes: array<BVHNode>; - -fn get_dist(p: vec3f, obj_params: vec4f) -> f32 { - let obj_type = obj_params.x; - if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere - if (obj_type == 2.0) { return sdBox(p, vec3f(1.0)); } // Unit Box - if (obj_type == 3.0) { return sdTorus(p, vec2f(1.0, 0.4)); } // Unit Torus - if (obj_type == 4.0) { return sdPlane(p, vec3f(0.0, 1.0, 0.0), 0.0); } - if (obj_type == 5.0) { return sdBox(p, obj_params.yzw); } // MESH AABB - return 100.0; -} - -fn map_scene(p: vec3f, skip_idx: u32) -> f32 { - var d = 1000.0; - var stack: array<i32, 32>; - var stack_ptr = 0; - - if (arrayLength(&bvh_nodes) > 0u) { - stack[stack_ptr] = 0; - stack_ptr++; - } - - while (stack_ptr > 0) { - stack_ptr--; - let node_idx = stack[stack_ptr]; - let node = bvh_nodes[node_idx]; - - if (aabb_sdf(p, node.min, node.max) < d) { - if (node.left_idx < 0) { // Leaf - let obj_idx = u32(node.obj_idx_or_right); - if (obj_idx == skip_idx) { continue; } - let obj = object_data.objects[obj_idx]; - let q = (obj.inv_model * vec4f(p, 1.0)).xyz; - - // Extract scale factors from the model matrix - let sx = length(obj.model[0].xyz); - let sy = length(obj.model[1].xyz); - let sz = length(obj.model[2].xyz); - - var s = min(sx, min(sy, sz)); - if (obj.params.x == 4.0) { - s = sy; // Plane normal is (0,1,0) in local space - } - - d = min(d, get_dist(q, obj.params) * s); - } else { // Internal - if (stack_ptr < 31) { - stack[stack_ptr] = node.left_idx; - stack_ptr++; - stack[stack_ptr] = node.obj_idx_or_right; - stack_ptr++; - } - } - } - } - return d; -} diff --git a/common/shaders/render/scene_query_linear.wgsl b/common/shaders/render/scene_query_linear.wgsl deleted file mode 100644 index 5864b6f..0000000 --- a/common/shaders/render/scene_query_linear.wgsl +++ /dev/null @@ -1,56 +0,0 @@ -#include "math/sdf_shapes" -#include "math/sdf_utils" - -fn get_dist(p: vec3f, obj_params: vec4f) -> f32 { - let obj_type = obj_params.x; - if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere - if (obj_type == 2.0) { return sdBox(p, vec3f(1.0)); } // Unit Box - if (obj_type == 3.0) { return sdTorus(p, vec2f(1.0, 0.4)); } // Unit Torus - if (obj_type == 4.0) { return sdPlane(p, vec3f(0.0, 1.0, 0.0), 0.0); } - if (obj_type == 5.0) { return sdBox(p, obj_params.yzw); } // MESH AABB - return 100.0; -} - -fn map_scene(p: vec3f, skip_idx: u32) -> f32 { - - var d = 1000.0; - - let num_objects = arrayLength(&object_data.objects); - - for (var i = 0u; i < num_objects; i++) { - - if (i == skip_idx) { continue; } - - let obj = object_data.objects[i]; - - let q = (obj.inv_model * vec4f(p, 1.0)).xyz; - - - - // Extract scale factors from the model matrix - - let sx = length(obj.model[0].xyz); - - let sy = length(obj.model[1].xyz); - - let sz = length(obj.model[2].xyz); - - - - var s = min(sx, min(sy, sz)); - - if (obj.params.x == 4.0) { - - s = sy; // Plane normal is (0,1,0) in local space - - } - - - - d = min(d, get_dist(q, obj.params) * s); - - } - - return d; - -} diff --git a/common/shaders/render/shadows.wgsl b/common/shaders/render/shadows.wgsl deleted file mode 100644 index b71e073..0000000 --- a/common/shaders/render/shadows.wgsl +++ /dev/null @@ -1,13 +0,0 @@ -fn calc_shadow(ro: vec3f, rd: vec3f, 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/common/shaders/sequence_uniforms.wgsl b/common/shaders/sequence_uniforms.wgsl deleted file mode 100644 index 1aef34e..0000000 --- a/common/shaders/sequence_uniforms.wgsl +++ /dev/null @@ -1,12 +0,0 @@ -// Sequence v2 uniform structure for WGSL shaders -// Matches UniformsSequenceParams in sequence.h - -struct UniformsSequenceParams { - resolution: vec2f, - aspect_ratio: f32, - time: f32, - beat_time: f32, - beat_phase: f32, - audio_intensity: f32, - noise: f32, -}; diff --git a/common/shaders/skybox.wgsl b/common/shaders/skybox.wgsl deleted file mode 100644 index 075eeb6..0000000 --- a/common/shaders/skybox.wgsl +++ /dev/null @@ -1,24 +0,0 @@ -#include "common_uniforms" -#include "math/common_utils" -#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main - -@group(0) @binding(0) var sky_tex: texture_2d<f32>; -@group(0) @binding(1) var sky_sampler: sampler; -@group(0) @binding(2) var<uniform> globals: GlobalUniforms; - -@fragment -fn fs_main(in: VertexOutput) -> @location(0) vec4f { - // Convert UV to NDC - let ndc_x = in.uv.x * 2.0 - 1.0; - let ndc_y = (1.0 - in.uv.y) * 2.0 - 1.0; // Un-flip Y for NDC (Y-up) - - // Unproject to find world direction - // We want the direction from camera to the far plane at this pixel - let clip_pos = vec4f(ndc_x, ndc_y, 1.0, 1.0); - let world_pos_h = globals.inv_view_proj * clip_pos; - let world_pos = world_pos_h.xyz / world_pos_h.w; - - let ray_dir = normalize(world_pos - globals.camera_pos_time.xyz); - let uv = spherical_uv_from_dir(ray_dir); - return textureSample(sky_tex, sky_sampler, uv); -}
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