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-rw-r--r--common/shaders/camera_common.wgsl52
-rw-r--r--common/shaders/combined_postprocess.wgsl23
-rw-r--r--common/shaders/common_uniforms.wgsl25
-rw-r--r--common/shaders/compute/gen_blend.wgsl29
-rw-r--r--common/shaders/compute/gen_grid.wgsl24
-rw-r--r--common/shaders/compute/gen_mask.wgsl27
-rw-r--r--common/shaders/compute/gen_noise.wgsl26
-rw-r--r--common/shaders/compute/gen_perlin.wgsl44
-rw-r--r--common/shaders/gaussian_blur.wgsl32
-rw-r--r--common/shaders/heptagon.wgsl33
-rw-r--r--common/shaders/lighting.wgsl24
-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
-rw-r--r--common/shaders/passthrough.wgsl11
-rw-r--r--common/shaders/postprocess_inline.wgsl61
-rw-r--r--common/shaders/ray_box.wgsl16
-rw-r--r--common/shaders/ray_triangle.wgsl30
-rw-r--r--common/shaders/render/fullscreen_uv_vs.wgsl15
-rw-r--r--common/shaders/render/fullscreen_vs.wgsl10
-rw-r--r--common/shaders/render/lighting_utils.wgsl6
-rw-r--r--common/shaders/render/raymarching.wgsl66
-rw-r--r--common/shaders/render/raymarching_id.wgsl83
-rw-r--r--common/shaders/render/scene_query_bvh.wgsl67
-rw-r--r--common/shaders/render/scene_query_linear.wgsl56
-rw-r--r--common/shaders/render/shadows.wgsl13
-rw-r--r--common/shaders/sequence_uniforms.wgsl12
-rw-r--r--common/shaders/skybox.wgsl24
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);
-} \ No newline at end of file