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-rw-r--r--src/shaders/math/normal.wgsl34
-rw-r--r--src/shaders/ray_sphere.wgsl21
2 files changed, 55 insertions, 0 deletions
diff --git a/src/shaders/math/normal.wgsl b/src/shaders/math/normal.wgsl
new file mode 100644
index 0000000..5a9a1a9
--- /dev/null
+++ b/src/shaders/math/normal.wgsl
@@ -0,0 +1,34 @@
+// 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));
+}
diff --git a/src/shaders/ray_sphere.wgsl b/src/shaders/ray_sphere.wgsl
new file mode 100644
index 0000000..659e144
--- /dev/null
+++ b/src/shaders/ray_sphere.wgsl
@@ -0,0 +1,21 @@
+// Ray-sphere intersection.
+// ro: ray origin, rd: ray direction (must be normalized).
+// center: sphere center, radius: sphere radius.
+// Returns t of the nearest positive intersection, or -1.0 if no hit.
+
+struct RaySphereHit {
+ t: f32, // distance along ray to nearest hit (negative = miss)
+ hit: bool,
+};
+
+fn ray_sphere_intersection(ro: vec3f, rd: vec3f,
+ center: vec3f, radius: f32) -> RaySphereHit {
+ let oc = ro - center;
+ let b = dot(oc, rd);
+ let c = dot(oc, oc) - radius * radius;
+ let disc = b * b - c;
+ if (disc < 0.0) { return RaySphereHit(-1.0, false); }
+ let t = -b - sqrt(disc);
+ if (t < 0.0) { return RaySphereHit(-1.0, false); }
+ return RaySphereHit(t, true);
+}