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-rw-r--r--workspaces/main/assets.txt1
-rw-r--r--workspaces/main/shaders/sdf_test.wgsl68
2 files changed, 0 insertions, 69 deletions
diff --git a/workspaces/main/assets.txt b/workspaces/main/assets.txt
index ba28b04..4115397 100644
--- a/workspaces/main/assets.txt
+++ b/workspaces/main/assets.txt
@@ -54,7 +54,6 @@ SHADER_SOLARIZE, NONE, shaders/solarize.wgsl, "Solarize Shader"
SHADER_DISTORT, NONE, shaders/distort.wgsl, "Distort Shader"
SHADER_CHROMA_ABERRATION, NONE, shaders/chroma_aberration.wgsl, "Chroma Aberration Shader"
SHADER_VISUAL_DEBUG, NONE, shaders/visual_debug.wgsl, "Visual Debug Shader"
-SHADER_SDF_TEST, NONE, shaders/sdf_test.wgsl, "SDF test effect demonstrating SDFEffect base class"
SHADER_SKYBOX, NONE, ../../common/shaders/skybox.wgsl, "Skybox background shader"
SHADER_MATH_SDF_SHAPES, NONE, ../../common/shaders/math/sdf_shapes.wgsl, "SDF Shapes Snippet"
SHADER_MATH_SDF_UTILS, NONE, ../../common/shaders/math/sdf_utils.wgsl, "SDF Utils Snippet"
diff --git a/workspaces/main/shaders/sdf_test.wgsl b/workspaces/main/shaders/sdf_test.wgsl
deleted file mode 100644
index 941481e..0000000
--- a/workspaces/main/shaders/sdf_test.wgsl
+++ /dev/null
@@ -1,68 +0,0 @@
-// SDF Test Effect - demonstrates SDFEffect base class usage
-// Simple scene with a sphere and box
-
-#include "common_uniforms"
-#include "camera_common"
-#include "math/sdf_shapes"
-#include "render/raymarching"
-
-@group(0) @binding(0) var<uniform> uniforms: CommonUniforms;
-@group(0) @binding(1) var<uniform> camera: CameraParams;
-
-// Scene distance function
-fn df(p: vec3f) -> f32 {
- // Animated sphere
- let sphere_pos = vec3f(sin(uniforms.beat_time * 0.5) * 2.0, 0.0, 0.0);
- let d_sphere = sdSphere(p - sphere_pos, 1.0);
-
- // Static box
- let box_pos = vec3f(0.0, -2.0, 0.0);
- let d_box = sdBox(p - box_pos, vec3f(3.0, 0.5, 3.0));
-
- return min(d_sphere, d_box);
-}
-
-// Simple lighting
-fn shade(pos: vec3f, rd: vec3f) -> vec3f {
- let n = normal(pos);
- let light_dir = normalize(vec3f(1.0, 1.0, -1.0));
- let diff = max(dot(n, light_dir), 0.0);
- let amb = 0.2;
-
- // Color based on position
- let col = mix(vec3f(0.2, 0.6, 0.9), vec3f(0.9, 0.3, 0.2),
- smoothstep(-2.0, 2.0, pos.x));
-
- return col * (diff + amb);
-}
-
-@vertex
-fn vs_main(@builtin(vertex_index) vid: u32) -> @builtin(position) vec4f {
- // Fullscreen triangle
- let x = f32((vid & 1u) << 2u) - 1.0;
- let y = f32((vid & 2u) << 1u) - 1.0;
- return vec4f(x, y, 0.0, 1.0);
-}
-
-@fragment
-fn fs_main(@builtin(position) pos: vec4f) -> @location(0) vec4f {
- // UV coordinates (-1 to 1)
- let uv = (pos.xy / uniforms.resolution - 0.5) * 2.0;
-
- // Generate ray
- let ray = getCameraRay(camera, uv);
-
- // Raymarch
- let t = rayMarch(ray.origin, ray.direction, 0.0);
-
- // Background color
- var col = vec3f(0.1, 0.1, 0.15);
-
- // Shade hit point
- if (t < MAX_RAY_LENGTH) {
- let hit_pos = ray.origin + ray.direction * t;
- col = shade(hit_pos, ray.direction);
- }
-
- return vec4f(col, 1.0);
-}