diff options
Diffstat (limited to 'workspaces/main')
| -rw-r--r-- | workspaces/main/assets.txt | 2 | ||||
| -rw-r--r-- | workspaces/main/shaders/ellipse.wgsl | 33 | ||||
| -rw-r--r-- | workspaces/main/shaders/scene1.wgsl | 2 |
3 files changed, 3 insertions, 34 deletions
diff --git a/workspaces/main/assets.txt b/workspaces/main/assets.txt index ace1462..0b64ba9 100644 --- a/workspaces/main/assets.txt +++ b/workspaces/main/assets.txt @@ -25,7 +25,7 @@ NOISE_TEX, PROC(gen_noise, 1234, 16), _, "Procedural noise texture for bump mapp # --- WGSL Shaders & Snippets --- SHADER_RENDERER_3D, NONE, shaders/renderer_3d.wgsl, "Hybrid 3D Renderer Shader" SHADER_COMMON_UNIFORMS, NONE, ../../common/shaders/common_uniforms.wgsl, "Common Uniforms Snippet" -SHADER_SDF_PRIMITIVES, NONE, ../../common/shaders/sdf_primitives.wgsl, "SDF Primitives Snippet" +SHADER_SDF_SHAPES, NONE, ../../common/shaders/math/sdf_shapes.wgsl, "SDF Shapes (2D/3D primitives)" SHADER_LIGHTING, NONE, ../../common/shaders/lighting.wgsl, "Lighting Snippet" SHADER_RAY_BOX, NONE, ../../common/shaders/ray_box.wgsl, "Ray-Box Intersection Snippet" SHADER_RAY_TRIANGLE, NONE, ../../common/shaders/ray_triangle.wgsl, "Ray-Triangle Intersection Snippet (Möller-Trumbore)" diff --git a/workspaces/main/shaders/ellipse.wgsl b/workspaces/main/shaders/ellipse.wgsl index 07f0c9a..0aaa4ae 100644 --- a/workspaces/main/shaders/ellipse.wgsl +++ b/workspaces/main/shaders/ellipse.wgsl @@ -1,40 +1,9 @@ #include "common_uniforms" #include "render/fullscreen_vs" +#include "math/sdf_shapes" @group(0) @binding(0) var<uniform> uniforms: CommonUniforms; -fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 { - var p_abs = abs(p); - if (p_abs.x > p_abs.y) { - p_abs = vec2<f32>(p_abs.y, p_abs.x); - } - let l = ab.y * ab.y - ab.x * ab.x; - let m = ab.x * p_abs.x / l; - let n = ab.y * p_abs.y / l; - let m2 = m * m; - let n2 = n * n; - let c = (m2 + n2 - 1.0) / 3.0; - let c3 = c * c * c; - let d = c3 + m2 * n2; - let g = m + m * n2; - var co: f32; - if (d < 0.0) { - let h = acos((c3 + m2 * n2 * 2.0) / c3) / 3.0; - let s = cos(h); - let t = sin(h) * sqrt(3.0); - co = (sqrt(-c * (s + t * 2.0) + m2) + sign(l) * sqrt(-c * (s - t * 2.0) + m2) + abs(g) / (sqrt(-c * (s + t * 2.0) + m2) * sqrt(-c * (s - t * 2.0) + m2)) - m) / 2.0; - } else { - let h = 2.0 * m * n * sqrt(d); - let s = sign(c3 + m2 * n2 + h) * pow(abs(c3 + m2 * n2 + h), 1.0 / 3.0); - let u = sign(c3 + m2 * n2 - h) * pow(abs(c3 + m2 * n2 - h), 1.0 / 3.0); - let rx = -s - u + m2 * 2.0; - let ry = (s - u) * sqrt(3.0); - co = (ry / sqrt(sqrt(rx * rx + ry * ry) - rx) + 2.0 * g / sqrt(rx * rx + ry * ry) - m) / 2.0; - } - let si = sqrt(max(0.0, 1.0 - co * co)); - return length(p_abs - vec2<f32>(ab.x * co, ab.y * si)) * sign(p_abs.y * ab.x * co - p_abs.x * ab.y * si); -} - @fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { let uv = (p.xy / uniforms.resolution - 0.5) * 2.0; let movement = vec2<f32>(sin(uniforms.time * 0.7), cos(uniforms.time * 0.5)); diff --git a/workspaces/main/shaders/scene1.wgsl b/workspaces/main/shaders/scene1.wgsl index 2a811f7..2723b66 100644 --- a/workspaces/main/shaders/scene1.wgsl +++ b/workspaces/main/shaders/scene1.wgsl @@ -4,7 +4,7 @@ #include "common_uniforms" #include "math/color" #include "math/utils" -#include "sdf_primitives" +#include "math/sdf_shapes" #include "render/raymarching" @group(0) @binding(0) var<uniform> uniforms: CommonUniforms; |
