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-rw-r--r--src/shaders/math/normal.wgsl34
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diff --git a/src/shaders/math/normal.wgsl b/src/shaders/math/normal.wgsl
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+// Normal encoding/decoding utilities.
+// Octahedral encoding: losslessly maps unit normals ↔ vec2f in [-1,1]².
+// Storage convention: remap to [0,1] before writing to u8/f16 textures.
+
+// Encode a unit normal to octahedral XY in [-1, 1].
+fn oct_encode(n: vec3f) -> vec2f {
+ let inv_l1 = 1.0 / (abs(n.x) + abs(n.y) + abs(n.z));
+ var p = n.xy * inv_l1;
+ if (n.z < 0.0) {
+ let s = vec2f(select(-1.0, 1.0, p.x >= 0.0),
+ select(-1.0, 1.0, p.y >= 0.0));
+ p = (1.0 - abs(p.yx)) * s;
+ }
+ return p; // [-1, 1]
+}
+
+// Decode octahedral XY in [-1, 1] back to a unit normal.
+fn oct_decode(f: vec2f) -> vec3f {
+ var n = vec3f(f.x, f.y, 1.0 - abs(f.x) - abs(f.y));
+ let t = max(-n.z, 0.0);
+ n.x += select(t, -t, n.x >= 0.0);
+ n.y += select(t, -t, n.y >= 0.0);
+ return normalize(n);
+}
+
+// Convenience: encode + remap to [0, 1] for texture storage.
+fn oct_encode_unorm(n: vec3f) -> vec2f {
+ return oct_encode(n) * 0.5 + vec2f(0.5);
+}
+
+// Convenience: undo [0, 1] remap then decode.
+fn oct_decode_unorm(rg: vec2f) -> vec3f {
+ return oct_decode(rg * 2.0 - vec2f(1.0));
+}