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-rw-r--r--workspaces/main/assets.txt62
-rw-r--r--workspaces/main/assets/music/BASS_GUITAR_FEEL.specbin0 -> 51216 bytes
-rw-r--r--workspaces/main/assets/music/BASS_SYNTH_1.specbin0 -> 32784 bytes
-rw-r--r--workspaces/main/assets/music/CRASH_DMX.specbin0 -> 217104 bytes
-rw-r--r--workspaces/main/assets/music/HIHAT_CLOSED_DMX.specbin0 -> 20496 bytes
-rw-r--r--workspaces/main/assets/music/HIHAT_CLOSED_DUFF.specbin0 -> 12304 bytes
-rw-r--r--workspaces/main/assets/music/HIHAT_CLOSED_ER_1.specbin0 -> 16400 bytes
-rw-r--r--workspaces/main/assets/music/KICK_606.specbin0 -> 139280 bytes
-rw-r--r--workspaces/main/assets/music/KICK_90S_2.specbin0 -> 30736 bytes
-rw-r--r--workspaces/main/assets/music/RIDE_CUP_1.specbin0 -> 3577872 bytes
-rw-r--r--workspaces/main/assets/music/SNARE_808.specbin0 -> 120848 bytes
-rw-r--r--workspaces/main/assets/music/SNARE_909_TUNE_8.specbin0 -> 43024 bytes
-rw-r--r--workspaces/main/assets/music/SNARE_BLUE_ROOM.specbin0 -> 43024 bytes
-rw-r--r--workspaces/main/assets/music/SPLASH_GROUNDED.specbin0 -> 57360 bytes
-rw-r--r--workspaces/main/assets/music/SYNTH_BASS_DISTORT.specbin0 -> 32784 bytes
-rw-r--r--workspaces/main/music.track149
-rw-r--r--workspaces/main/shaders/chroma_aberration.wgsl35
-rw-r--r--workspaces/main/shaders/circle_mask_compute.wgsl35
-rw-r--r--workspaces/main/shaders/circle_mask_render.wgsl30
-rw-r--r--workspaces/main/shaders/common_uniforms.wgsl25
-rw-r--r--workspaces/main/shaders/compute/gen_blend.wgsl29
-rw-r--r--workspaces/main/shaders/compute/gen_grid.wgsl24
-rw-r--r--workspaces/main/shaders/compute/gen_mask.wgsl27
-rw-r--r--workspaces/main/shaders/compute/gen_noise.wgsl26
-rw-r--r--workspaces/main/shaders/compute/gen_perlin.wgsl44
-rw-r--r--workspaces/main/shaders/distort.wgsl27
-rw-r--r--workspaces/main/shaders/ellipse.wgsl51
-rw-r--r--workspaces/main/shaders/gaussian_blur.wgsl36
-rw-r--r--workspaces/main/shaders/lighting.wgsl24
-rw-r--r--workspaces/main/shaders/main_shader.wgsl25
-rw-r--r--workspaces/main/shaders/masked_cube.wgsl159
-rw-r--r--workspaces/main/shaders/math/common_utils.wgsl36
-rw-r--r--workspaces/main/shaders/math/noise.wgsl147
-rw-r--r--workspaces/main/shaders/math/sdf_shapes.wgsl14
-rw-r--r--workspaces/main/shaders/math/sdf_utils.wgsl115
-rw-r--r--workspaces/main/shaders/mesh_render.wgsl58
-rw-r--r--workspaces/main/shaders/particle_compute.wgsl30
-rw-r--r--workspaces/main/shaders/particle_render.wgsl52
-rw-r--r--workspaces/main/shaders/particle_spray_compute.wgsl35
-rw-r--r--workspaces/main/shaders/passthrough.wgsl18
-rw-r--r--workspaces/main/shaders/ray_box.wgsl16
-rw-r--r--workspaces/main/shaders/ray_triangle.wgsl30
-rw-r--r--workspaces/main/shaders/render/lighting_utils.wgsl6
-rw-r--r--workspaces/main/shaders/render/scene_query_bvh.wgsl67
-rw-r--r--workspaces/main/shaders/render/scene_query_linear.wgsl56
-rw-r--r--workspaces/main/shaders/render/shadows.wgsl13
-rw-r--r--workspaces/main/shaders/renderer_3d.wgsl167
-rw-r--r--workspaces/main/shaders/sdf_primitives.wgsl14
-rw-r--r--workspaces/main/shaders/skybox.wgsl42
-rw-r--r--workspaces/main/shaders/solarize.wgsl53
-rw-r--r--workspaces/main/shaders/test_snippet_a.wgsl4
-rw-r--r--workspaces/main/shaders/test_snippet_b.wgsl4
-rw-r--r--workspaces/main/shaders/vignette.wgsl32
-rw-r--r--workspaces/main/shaders/visual_debug.wgsl31
-rw-r--r--workspaces/main/timeline.seq120
-rw-r--r--workspaces/main/workspace.cfg18
-rw-r--r--workspaces/test/assets.txt62
-rw-r--r--workspaces/test/assets/music/BASS_GUITAR_FEEL.specbin0 -> 51216 bytes
-rw-r--r--workspaces/test/assets/music/BASS_SYNTH_1.specbin0 -> 32784 bytes
-rw-r--r--workspaces/test/assets/music/CRASH_DMX.specbin0 -> 217104 bytes
-rw-r--r--workspaces/test/assets/music/HIHAT_CLOSED_DMX.specbin0 -> 20496 bytes
-rw-r--r--workspaces/test/assets/music/HIHAT_CLOSED_DUFF.specbin0 -> 12304 bytes
-rw-r--r--workspaces/test/assets/music/HIHAT_CLOSED_ER_1.specbin0 -> 16400 bytes
-rw-r--r--workspaces/test/assets/music/KICK_606.specbin0 -> 139280 bytes
-rw-r--r--workspaces/test/assets/music/KICK_90S_2.specbin0 -> 30736 bytes
-rw-r--r--workspaces/test/assets/music/RIDE_CUP_1.specbin0 -> 3577872 bytes
-rw-r--r--workspaces/test/assets/music/SNARE_808.specbin0 -> 120848 bytes
-rw-r--r--workspaces/test/assets/music/SNARE_909_TUNE_8.specbin0 -> 43024 bytes
-rw-r--r--workspaces/test/assets/music/SNARE_BLUE_ROOM.specbin0 -> 43024 bytes
-rw-r--r--workspaces/test/assets/music/SPLASH_GROUNDED.specbin0 -> 57360 bytes
-rw-r--r--workspaces/test/assets/music/SYNTH_BASS_DISTORT.specbin0 -> 32784 bytes
-rw-r--r--workspaces/test/music.track36
-rw-r--r--workspaces/test/shaders/chroma_aberration.wgsl35
-rw-r--r--workspaces/test/shaders/circle_mask_compute.wgsl35
-rw-r--r--workspaces/test/shaders/circle_mask_render.wgsl30
-rw-r--r--workspaces/test/shaders/common_uniforms.wgsl25
-rw-r--r--workspaces/test/shaders/compute/gen_blend.wgsl29
-rw-r--r--workspaces/test/shaders/compute/gen_grid.wgsl24
-rw-r--r--workspaces/test/shaders/compute/gen_mask.wgsl27
-rw-r--r--workspaces/test/shaders/compute/gen_noise.wgsl26
-rw-r--r--workspaces/test/shaders/compute/gen_perlin.wgsl44
-rw-r--r--workspaces/test/shaders/distort.wgsl27
-rw-r--r--workspaces/test/shaders/ellipse.wgsl51
-rw-r--r--workspaces/test/shaders/gaussian_blur.wgsl36
-rw-r--r--workspaces/test/shaders/lighting.wgsl24
-rw-r--r--workspaces/test/shaders/main_shader.wgsl25
-rw-r--r--workspaces/test/shaders/masked_cube.wgsl159
-rw-r--r--workspaces/test/shaders/math/common_utils.wgsl36
-rw-r--r--workspaces/test/shaders/math/noise.wgsl147
-rw-r--r--workspaces/test/shaders/math/sdf_shapes.wgsl14
-rw-r--r--workspaces/test/shaders/math/sdf_utils.wgsl115
-rw-r--r--workspaces/test/shaders/mesh_render.wgsl58
-rw-r--r--workspaces/test/shaders/particle_compute.wgsl30
-rw-r--r--workspaces/test/shaders/particle_render.wgsl52
-rw-r--r--workspaces/test/shaders/particle_spray_compute.wgsl35
-rw-r--r--workspaces/test/shaders/passthrough.wgsl18
-rw-r--r--workspaces/test/shaders/ray_box.wgsl16
-rw-r--r--workspaces/test/shaders/ray_triangle.wgsl30
-rw-r--r--workspaces/test/shaders/render/lighting_utils.wgsl6
-rw-r--r--workspaces/test/shaders/render/scene_query_bvh.wgsl67
-rw-r--r--workspaces/test/shaders/render/scene_query_linear.wgsl56
-rw-r--r--workspaces/test/shaders/render/shadows.wgsl13
-rw-r--r--workspaces/test/shaders/renderer_3d.wgsl167
-rw-r--r--workspaces/test/shaders/sdf_primitives.wgsl14
-rw-r--r--workspaces/test/shaders/skybox.wgsl42
-rw-r--r--workspaces/test/shaders/solarize.wgsl53
-rw-r--r--workspaces/test/shaders/test_snippet_a.wgsl4
-rw-r--r--workspaces/test/shaders/test_snippet_b.wgsl4
-rw-r--r--workspaces/test/shaders/vignette.wgsl32
-rw-r--r--workspaces/test/shaders/visual_debug.wgsl31
-rw-r--r--workspaces/test/timeline.seq7
-rw-r--r--workspaces/test/workspace.cfg18
112 files changed, 3746 insertions, 0 deletions
diff --git a/workspaces/main/assets.txt b/workspaces/main/assets.txt
new file mode 100644
index 0000000..2be2c9d
--- /dev/null
+++ b/workspaces/main/assets.txt
@@ -0,0 +1,62 @@
+# Asset Name, Compression Type, Filename/Placeholder, Description
+
+# --- Drum & Percussion Samples ---
+KICK_1, NONE, assets/music/KICK_606.spec, "606 Kick"
+KICK_2, NONE, assets/music/KICK_90S_2.spec, "90s Kick"
+SNARE_1, NONE, assets/music/SNARE_808.spec, "808 Snare"
+SNARE_2, NONE, assets/music/SNARE_909_TUNE_8.spec, "909 Snare"
+SNARE_3, NONE, assets/music/SNARE_BLUE_ROOM.spec, "Snare Blue Room"
+HIHAT_1, NONE, assets/music/HIHAT_CLOSED_DMX.spec, "DMX Closed Hi-hat"
+HIHAT_2, NONE, assets/music/HIHAT_CLOSED_DUFF.spec, "Duff Closed Hi-hat"
+HIHAT_3, NONE, assets/music/HIHAT_CLOSED_ER_1.spec, "ER-1 Closed Hi-hat"
+CRASH_1, NONE, assets/music/CRASH_DMX.spec, "DMX Crash"
+RIDE_1, NONE, assets/music/RIDE_CUP_1.spec, "Ride Cymbal"
+SPLASH_1, NONE, assets/music/SPLASH_GROUNDED.spec, "Splash Cymbal"
+
+# --- Melodic Samples ---
+BASS_1, NONE, assets/music/BASS_GUITAR_FEEL.spec, "Bass Guitar"
+BASS_2, NONE, assets/music/BASS_SYNTH_1.spec, "Synth Bass 1"
+BASS_3, NONE, assets/music/SYNTH_BASS_DISTORT.spec, "Distorted Synth Bass"
+
+# --- Procedural Textures ---
+NOISE_TEX, PROC(gen_noise, 1234, 16), _, "Procedural noise texture for bump mapping"
+
+# --- WGSL Shaders & Snippets ---
+SHADER_RENDERER_3D, NONE, shaders/renderer_3d.wgsl, "Hybrid 3D Renderer Shader"
+SHADER_COMMON_UNIFORMS, NONE, shaders/common_uniforms.wgsl, "Common Uniforms Snippet"
+SHADER_SDF_PRIMITIVES, NONE, shaders/sdf_primitives.wgsl, "SDF Primitives Snippet"
+SHADER_LIGHTING, NONE, shaders/lighting.wgsl, "Lighting Snippet"
+SHADER_RAY_BOX, NONE, shaders/ray_box.wgsl, "Ray-Box Intersection Snippet"
+SHADER_RAY_TRIANGLE, NONE, shaders/ray_triangle.wgsl, "Ray-Triangle Intersection Snippet (Möller-Trumbore)"
+SHADER_MAIN, NONE, shaders/main_shader.wgsl, "Main Heptagon Shader"
+SHADER_PARTICLE_COMPUTE, NONE, shaders/particle_compute.wgsl, "Particle Compute Shader"
+SHADER_PARTICLE_RENDER, NONE, shaders/particle_render.wgsl, "Particle Render Shader"
+SHADER_PASSTHROUGH, NONE, shaders/passthrough.wgsl, "Passthrough Shader"
+SHADER_ELLIPSE, NONE, shaders/ellipse.wgsl, "Ellipse Shader"
+SHADER_PARTICLE_SPRAY_COMPUTE, NONE, shaders/particle_spray_compute.wgsl, "Particle Spray Compute"
+SHADER_GAUSSIAN_BLUR, NONE, shaders/gaussian_blur.wgsl, "Gaussian Blur Shader"
+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_SKYBOX, NONE, shaders/skybox.wgsl, "Skybox background shader"
+SHADER_MATH_SDF_SHAPES, NONE, shaders/math/sdf_shapes.wgsl, "SDF Shapes Snippet"
+SHADER_MATH_SDF_UTILS, NONE, shaders/math/sdf_utils.wgsl, "SDF Utils Snippet"
+SHADER_MATH_COMMON_UTILS, NONE, shaders/math/common_utils.wgsl, "Common Math Utils"
+SHADER_MATH_NOISE, NONE, shaders/math/noise.wgsl, "RNG and Noise Functions"
+SHADER_RENDER_SHADOWS, NONE, shaders/render/shadows.wgsl, "Shadows Snippet"
+SHADER_RENDER_SCENE_QUERY_BVH, NONE, shaders/render/scene_query_bvh.wgsl, "Scene Query Snippet (BVH)"
+SHADER_RENDER_SCENE_QUERY_LINEAR, NONE, shaders/render/scene_query_linear.wgsl, "Scene Query Snippet (Linear)"
+SHADER_RENDER_LIGHTING_UTILS, NONE, shaders/render/lighting_utils.wgsl, "Lighting Utils Snippet"
+SHADER_MESH, NONE, shaders/mesh_render.wgsl, "Mesh Rasterization Shader"
+MESH_CUBE, NONE, test_mesh.obj, "A simple cube mesh"
+DODECAHEDRON, NONE, dodecahedron.obj, "A dodecahedron mesh"
+SHADER_VIGNETTE, NONE, shaders/vignette.wgsl, "Vignette Shader"
+SHADER_COMPUTE_GEN_NOISE, NONE, shaders/compute/gen_noise.wgsl, "GPU Noise Compute Shader"
+SHADER_COMPUTE_GEN_PERLIN, NONE, shaders/compute/gen_perlin.wgsl, "GPU Perlin Noise Compute Shader"
+SHADER_COMPUTE_GEN_GRID, NONE, shaders/compute/gen_grid.wgsl, "GPU Grid Compute Shader"
+SHADER_COMPUTE_GEN_BLEND, NONE, shaders/compute/gen_blend.wgsl, "GPU Blend Composite Shader"
+SHADER_COMPUTE_GEN_MASK, NONE, shaders/compute/gen_mask.wgsl, "GPU Mask Composite Shader"
+CIRCLE_MASK_COMPUTE_SHADER, NONE, shaders/circle_mask_compute.wgsl, "Circle mask compute shader"
+CIRCLE_MASK_RENDER_SHADER, NONE, shaders/circle_mask_render.wgsl, "Circle mask render shader"
+MASKED_CUBE_SHADER, NONE, shaders/masked_cube.wgsl, "Masked cube shader"
diff --git a/workspaces/main/assets/music/BASS_GUITAR_FEEL.spec b/workspaces/main/assets/music/BASS_GUITAR_FEEL.spec
new file mode 100644
index 0000000..54f49a6
--- /dev/null
+++ b/workspaces/main/assets/music/BASS_GUITAR_FEEL.spec
Binary files differ
diff --git a/workspaces/main/assets/music/BASS_SYNTH_1.spec b/workspaces/main/assets/music/BASS_SYNTH_1.spec
new file mode 100644
index 0000000..33bc0a0
--- /dev/null
+++ b/workspaces/main/assets/music/BASS_SYNTH_1.spec
Binary files differ
diff --git a/workspaces/main/assets/music/CRASH_DMX.spec b/workspaces/main/assets/music/CRASH_DMX.spec
new file mode 100644
index 0000000..45ee52d
--- /dev/null
+++ b/workspaces/main/assets/music/CRASH_DMX.spec
Binary files differ
diff --git a/workspaces/main/assets/music/HIHAT_CLOSED_DMX.spec b/workspaces/main/assets/music/HIHAT_CLOSED_DMX.spec
new file mode 100644
index 0000000..8fce1d2
--- /dev/null
+++ b/workspaces/main/assets/music/HIHAT_CLOSED_DMX.spec
Binary files differ
diff --git a/workspaces/main/assets/music/HIHAT_CLOSED_DUFF.spec b/workspaces/main/assets/music/HIHAT_CLOSED_DUFF.spec
new file mode 100644
index 0000000..f738271
--- /dev/null
+++ b/workspaces/main/assets/music/HIHAT_CLOSED_DUFF.spec
Binary files differ
diff --git a/workspaces/main/assets/music/HIHAT_CLOSED_ER_1.spec b/workspaces/main/assets/music/HIHAT_CLOSED_ER_1.spec
new file mode 100644
index 0000000..bb03f5e
--- /dev/null
+++ b/workspaces/main/assets/music/HIHAT_CLOSED_ER_1.spec
Binary files differ
diff --git a/workspaces/main/assets/music/KICK_606.spec b/workspaces/main/assets/music/KICK_606.spec
new file mode 100644
index 0000000..10af84a
--- /dev/null
+++ b/workspaces/main/assets/music/KICK_606.spec
Binary files differ
diff --git a/workspaces/main/assets/music/KICK_90S_2.spec b/workspaces/main/assets/music/KICK_90S_2.spec
new file mode 100644
index 0000000..126409e
--- /dev/null
+++ b/workspaces/main/assets/music/KICK_90S_2.spec
Binary files differ
diff --git a/workspaces/main/assets/music/RIDE_CUP_1.spec b/workspaces/main/assets/music/RIDE_CUP_1.spec
new file mode 100644
index 0000000..78867c1
--- /dev/null
+++ b/workspaces/main/assets/music/RIDE_CUP_1.spec
Binary files differ
diff --git a/workspaces/main/assets/music/SNARE_808.spec b/workspaces/main/assets/music/SNARE_808.spec
new file mode 100644
index 0000000..2923c3c
--- /dev/null
+++ b/workspaces/main/assets/music/SNARE_808.spec
Binary files differ
diff --git a/workspaces/main/assets/music/SNARE_909_TUNE_8.spec b/workspaces/main/assets/music/SNARE_909_TUNE_8.spec
new file mode 100644
index 0000000..4693c05
--- /dev/null
+++ b/workspaces/main/assets/music/SNARE_909_TUNE_8.spec
Binary files differ
diff --git a/workspaces/main/assets/music/SNARE_BLUE_ROOM.spec b/workspaces/main/assets/music/SNARE_BLUE_ROOM.spec
new file mode 100644
index 0000000..b24baa7
--- /dev/null
+++ b/workspaces/main/assets/music/SNARE_BLUE_ROOM.spec
Binary files differ
diff --git a/workspaces/main/assets/music/SPLASH_GROUNDED.spec b/workspaces/main/assets/music/SPLASH_GROUNDED.spec
new file mode 100644
index 0000000..a919be4
--- /dev/null
+++ b/workspaces/main/assets/music/SPLASH_GROUNDED.spec
Binary files differ
diff --git a/workspaces/main/assets/music/SYNTH_BASS_DISTORT.spec b/workspaces/main/assets/music/SYNTH_BASS_DISTORT.spec
new file mode 100644
index 0000000..33bc0a0
--- /dev/null
+++ b/workspaces/main/assets/music/SYNTH_BASS_DISTORT.spec
Binary files differ
diff --git a/workspaces/main/music.track b/workspaces/main/music.track
new file mode 100644
index 0000000..c5b953b
--- /dev/null
+++ b/workspaces/main/music.track
@@ -0,0 +1,149 @@
+# Simple Demo Track - Steady beat with progressive variation
+# Duration: 32 seconds (16 units at 120 BPM)
+#
+# Structure:
+# - Steady kick + snare throughout
+# - Snare sample varies every 4s
+# - Kick sample varies every 8s
+# - Ride added after 16s
+#
+# TIMING: Unit-less (1 unit = 4 beats at 120 BPM = 2 seconds)
+
+BPM 120
+
+SAMPLE ASSET_KICK_1
+SAMPLE ASSET_KICK_2
+SAMPLE ASSET_SNARE_1
+SAMPLE ASSET_SNARE_2
+SAMPLE ASSET_SNARE_3
+SAMPLE ASSET_RIDE_1
+
+# === KICK PATTERNS ===
+# Steady kick on beats 0 and 2 (quarter notes)
+PATTERN kick_1 LENGTH 1.0
+ 0.00, ASSET_KICK_1, 1.0, 0.0
+ 0.50, ASSET_KICK_1, 1.0, 0.0
+
+PATTERN kick_2 LENGTH 1.0
+ 0.00, ASSET_KICK_2, 1.0, 0.0
+ 0.50, ASSET_KICK_2, 1.0, 0.0
+
+# === SNARE PATTERNS ===
+# Steady snare on beats 1 and 3 (backbeat)
+PATTERN snare_1 LENGTH 1.0
+ 0.25, ASSET_SNARE_1, 1.0, 0.0
+ 0.75, ASSET_SNARE_1, 1.0, 0.0
+
+PATTERN snare_2 LENGTH 1.0
+ 0.25, ASSET_SNARE_2, 1.0, 0.0
+ 0.75, ASSET_SNARE_2, 1.0, 0.0
+
+PATTERN snare_3 LENGTH 1.0
+ 0.25, ASSET_SNARE_3, 1.0, 0.0
+ 0.75, ASSET_SNARE_3, 1.0, 0.0
+
+# === RIDE PATTERN ===
+# Ride cymbal on every beat (quarter notes)
+PATTERN ride LENGTH 1.0
+ 0.00, ASSET_RIDE_1, 0.7, 0.2
+ 0.25, ASSET_RIDE_1, 0.6, 0.2
+ 0.50, ASSET_RIDE_1, 0.7, 0.2
+ 0.75, ASSET_RIDE_1, 0.6, 0.2
+
+# === SCORE ===
+SCORE
+# 0-4s (0-2 units): KICK_1 + SNARE_1
+ 0.00, kick_1
+ 0.00, snare_1
+ 0.50, kick_1
+ 0.50, snare_1
+ 1.00, kick_1
+ 1.00, snare_1
+ 1.50, kick_1
+ 1.50, snare_1
+
+# 4-8s (2-4 units): KICK_1 + SNARE_2
+ 2.00, kick_1
+ 2.00, snare_2
+ 2.50, kick_1
+ 2.50, snare_2
+ 3.00, kick_1
+ 3.00, snare_2
+ 3.50, kick_1
+ 3.50, snare_2
+
+# 8-12s (4-6 units): KICK_2 + SNARE_3
+ 4.00, kick_2
+ 4.00, snare_3
+ 4.50, kick_2
+ 4.50, snare_3
+ 5.00, kick_2
+ 5.00, snare_3
+ 5.50, kick_2
+ 5.50, snare_3
+
+# 12-16s (6-8 units): KICK_2 + SNARE_1
+ 6.00, kick_2
+ 6.00, snare_1
+ 6.50, kick_2
+ 6.50, snare_1
+ 7.00, kick_2
+ 7.00, snare_1
+ 7.50, kick_2
+ 7.50, snare_1
+
+# 16-20s (8-10 units): KICK_1 + SNARE_2 + RIDE
+ 8.00, kick_1
+ 8.00, snare_2
+ 8.00, ride
+ 8.50, kick_1
+ 8.50, snare_2
+ 8.50, ride
+ 9.00, kick_1
+ 9.00, snare_2
+ 9.00, ride
+ 9.50, kick_1
+ 9.50, snare_2
+ 9.50, ride
+
+# 20-24s (10-12 units): KICK_2 + SNARE_3 + RIDE
+ 10.00, kick_2
+ 10.00, snare_3
+ 10.00, ride
+ 10.50, kick_2
+ 10.50, snare_3
+ 10.50, ride
+ 11.00, kick_2
+ 11.00, snare_3
+ 11.00, ride
+ 11.50, kick_2
+ 11.50, snare_3
+ 11.50, ride
+
+# 24-28s (12-14 units): KICK_1 + SNARE_1 + RIDE
+ 12.00, kick_1
+ 12.00, snare_1
+ 12.00, ride
+ 12.50, kick_1
+ 12.50, snare_1
+ 12.50, ride
+ 13.00, kick_1
+ 13.00, snare_1
+ 13.00, ride
+ 13.50, kick_1
+ 13.50, snare_1
+ 13.50, ride
+
+# 28-32s (14-16 units): KICK_2 + SNARE_2 + RIDE
+ 14.00, kick_2
+ 14.00, snare_2
+ 14.00, ride
+ 14.50, kick_2
+ 14.50, snare_2
+ 14.50, ride
+ 15.00, kick_2
+ 15.00, snare_2
+ 15.00, ride
+ 15.50, kick_2
+ 15.50, snare_2
+ 15.50, ride
diff --git a/workspaces/main/shaders/chroma_aberration.wgsl b/workspaces/main/shaders/chroma_aberration.wgsl
new file mode 100644
index 0000000..6c942b7
--- /dev/null
+++ b/workspaces/main/shaders/chroma_aberration.wgsl
@@ -0,0 +1,35 @@
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+#include "common_uniforms"
+struct ChromaAberrationParams {
+ offset_scale: f32,
+ angle: f32,
+};
+
+@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
+@group(0) @binding(3) var<uniform> params: ChromaAberrationParams;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = p.xy / uniforms.resolution;
+
+ // Compute offset magnitude and direction
+ let offset_mag = params.offset_scale * uniforms.audio_intensity;
+ let offset_dir = vec2<f32>(cos(params.angle), sin(params.angle));
+ let offset = offset_mag * offset_dir;
+
+ // Sample RGB channels with chromatic aberration
+ let r = textureSample(txt, smplr, uv + offset).r;
+ let g = textureSample(txt, smplr, uv).g;
+ let b = textureSample(txt, smplr, uv - offset).b;
+ return vec4<f32>(r, g, b, 1.0);
+}
diff --git a/workspaces/main/shaders/circle_mask_compute.wgsl b/workspaces/main/shaders/circle_mask_compute.wgsl
new file mode 100644
index 0000000..484d3dd
--- /dev/null
+++ b/workspaces/main/shaders/circle_mask_compute.wgsl
@@ -0,0 +1,35 @@
+// Circle mask compute shader
+// Generates a circular mask (1.0 inside, 0.0 outside)
+
+#include "common_uniforms"
+struct CircleMaskParams {
+ radius: f32,
+ _pad0: f32,
+ _pad1: f32,
+ _pad2: f32,
+};
+
+@group(0) @binding(0) var<uniform> uniforms: CommonUniforms;
+@group(0) @binding(1) var<uniform> params: CircleMaskParams;
+
+struct VSOutput {
+ @builtin(position) position: vec4<f32>,
+};
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> VSOutput {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1), vec2<f32>(3, -1), vec2<f32>(-1, 3));
+ return VSOutput(vec4<f32>(pos[i], 0.0, 1.0));
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = p.xy / uniforms.resolution;
+ let center = vec2<f32>(0.5, 0.5);
+ let aspect_corrected_uv = (uv - center) * vec2<f32>(uniforms.aspect_ratio, 1.0);
+ let dist = length(aspect_corrected_uv);
+
+ let edge_width = 0.01;
+ let mask = smoothstep(params.radius + edge_width, params.radius - edge_width, dist);
+
+ return vec4<f32>(mask, mask, mask, 1.0);
+}
diff --git a/workspaces/main/shaders/circle_mask_render.wgsl b/workspaces/main/shaders/circle_mask_render.wgsl
new file mode 100644
index 0000000..cfa002e
--- /dev/null
+++ b/workspaces/main/shaders/circle_mask_render.wgsl
@@ -0,0 +1,30 @@
+// Circle mask render shader
+// Samples mask and draws green outside the circle
+
+@group(0) @binding(0) var mask_tex: texture_2d<f32>;
+@group(0) @binding(1) var mask_sampler: sampler;
+
+#include "common_uniforms"
+
+@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
+
+struct VSOutput {
+ @builtin(position) position: vec4<f32>,
+};
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> VSOutput {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1), vec2<f32>(3, -1), vec2<f32>(-1, 3));
+ return VSOutput(vec4<f32>(pos[i], 0.0, 1.0));
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = p.xy / uniforms.resolution;
+ let mask_value = textureSample(mask_tex, mask_sampler, uv).r;
+
+ if (mask_value > 0.5) {
+ discard;
+ }
+
+ return vec4<f32>(0.0, 1.0, 0.0, 1.0);
+}
diff --git a/workspaces/main/shaders/common_uniforms.wgsl b/workspaces/main/shaders/common_uniforms.wgsl
new file mode 100644
index 0000000..ce1be53
--- /dev/null
+++ b/workspaces/main/shaders/common_uniforms.wgsl
@@ -0,0 +1,25 @@
+struct CommonUniforms {
+ resolution: vec2<f32>,
+ _pad0: f32,
+ _pad1: f32,
+ aspect_ratio: f32,
+ time: f32,
+ beat: f32,
+ audio_intensity: f32,
+};
+struct GlobalUniforms {
+ view_proj: mat4x4<f32>,
+ inv_view_proj: mat4x4<f32>,
+ camera_pos_time: vec4<f32>,
+ params: vec4<f32>,
+ resolution: vec2<f32>,
+};
+struct ObjectData {
+ model: mat4x4<f32>,
+ inv_model: mat4x4<f32>,
+ color: vec4<f32>,
+ params: vec4<f32>,
+};
+struct ObjectsBuffer {
+ objects: array<ObjectData>,
+}; \ No newline at end of file
diff --git a/workspaces/main/shaders/compute/gen_blend.wgsl b/workspaces/main/shaders/compute/gen_blend.wgsl
new file mode 100644
index 0000000..9fc9e1e
--- /dev/null
+++ b/workspaces/main/shaders/compute/gen_blend.wgsl
@@ -0,0 +1,29 @@
+// 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 = vec2<f32>(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/workspaces/main/shaders/compute/gen_grid.wgsl b/workspaces/main/shaders/compute/gen_grid.wgsl
new file mode 100644
index 0000000..cc5e189
--- /dev/null
+++ b/workspaces/main/shaders/compute/gen_grid.wgsl
@@ -0,0 +1,24 @@
+// 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, vec4<f32>(val, val, val, 1.0));
+}
diff --git a/workspaces/main/shaders/compute/gen_mask.wgsl b/workspaces/main/shaders/compute/gen_mask.wgsl
new file mode 100644
index 0000000..1ce9f52
--- /dev/null
+++ b/workspaces/main/shaders/compute/gen_mask.wgsl
@@ -0,0 +1,27 @@
+// 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 = vec2<f32>(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/workspaces/main/shaders/compute/gen_noise.wgsl b/workspaces/main/shaders/compute/gen_noise.wgsl
new file mode 100644
index 0000000..5c0babd
--- /dev/null
+++ b/workspaces/main/shaders/compute/gen_noise.wgsl
@@ -0,0 +1,26 @@
+// 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 = vec2<f32>(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, vec4<f32>(noise, noise, noise, 1.0));
+}
diff --git a/workspaces/main/shaders/compute/gen_perlin.wgsl b/workspaces/main/shaders/compute/gen_perlin.wgsl
new file mode 100644
index 0000000..73816d6
--- /dev/null
+++ b/workspaces/main/shaders/compute/gen_perlin.wgsl
@@ -0,0 +1,44 @@
+// 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 = vec2<f32>(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, vec4<f32>(clamped, clamped, clamped, 1.0));
+}
diff --git a/workspaces/main/shaders/distort.wgsl b/workspaces/main/shaders/distort.wgsl
new file mode 100644
index 0000000..5d35129
--- /dev/null
+++ b/workspaces/main/shaders/distort.wgsl
@@ -0,0 +1,27 @@
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+#include "common_uniforms"
+
+struct DistortParams {
+ strength: f32,
+ speed: f32,
+};
+
+@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
+@group(0) @binding(3) var<uniform> params: DistortParams;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = p.xy / uniforms.resolution;
+ let dist = params.strength * uniforms.audio_intensity * sin(uv.y * 20.0 + uniforms.time * params.speed * 5.0);
+ return textureSample(txt, smplr, uv + vec2<f32>(dist, 0.0));
+}
diff --git a/workspaces/main/shaders/ellipse.wgsl b/workspaces/main/shaders/ellipse.wgsl
new file mode 100644
index 0000000..05dfcfc
--- /dev/null
+++ b/workspaces/main/shaders/ellipse.wgsl
@@ -0,0 +1,51 @@
+#include "common_uniforms"
+
+@group(0) @binding(0) var<uniform> uniforms: CommonUniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1.0, -1.0),
+ vec2<f32>(3.0, -1.0),
+ vec2<f32>(-1.0, 3.0)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+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));
+ let d = sdEllipse((uv * vec2<f32>(uniforms.aspect_ratio, 1.0)) - movement, vec2<f32>(0.5, 0.3) * (1.0 + uniforms.beat * 0.2));
+ return mix(vec4<f32>(0.2, 0.8, 0.4, 1.0), vec4<f32>(0.0), smoothstep(0.0, 0.01, d));
+}
diff --git a/workspaces/main/shaders/gaussian_blur.wgsl b/workspaces/main/shaders/gaussian_blur.wgsl
new file mode 100644
index 0000000..02156f7
--- /dev/null
+++ b/workspaces/main/shaders/gaussian_blur.wgsl
@@ -0,0 +1,36 @@
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+#include "common_uniforms"
+struct GaussianBlurParams {
+ strength: f32,
+ _pad: f32,
+};
+
+@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
+@group(0) @binding(3) var<uniform> params: GaussianBlurParams;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = p.xy / uniforms.resolution;
+ var res = vec4<f32>(0.0);
+
+ // Parameterized strength + dramatic beat pulsation
+ let pulse = 0.5 + uniforms.audio_intensity * 2.0; // Pulsate between 0.5x and 2.5x with beat
+ let size = params.strength * pulse;
+
+ for (var x: f32 = -2.0; x <= 2.0; x += 1.0) {
+ for (var y: f32 = -2.0; y <= 2.0; y += 1.0) {
+ res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * size / uniforms.resolution.x);
+ }
+ }
+ return res / 25.0;
+}
diff --git a/workspaces/main/shaders/lighting.wgsl b/workspaces/main/shaders/lighting.wgsl
new file mode 100644
index 0000000..ac2142b
--- /dev/null
+++ b/workspaces/main/shaders/lighting.wgsl
@@ -0,0 +1,24 @@
+fn get_normal_basic(p: vec3<f32>, obj_params: vec4<f32>) -> vec3<f32> {
+ let obj_type = obj_params.x;
+ if (obj_type == 1.0) { return normalize(p); }
+ let e = vec2<f32>(0.001, 0.0);
+ return normalize(vec3<f32>(
+ 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: vec3<f32>, rd: vec3<f32>, 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/workspaces/main/shaders/main_shader.wgsl b/workspaces/main/shaders/main_shader.wgsl
new file mode 100644
index 0000000..ab0278c
--- /dev/null
+++ b/workspaces/main/shaders/main_shader.wgsl
@@ -0,0 +1,25 @@
+#include "common_uniforms"
+
+@group(0) @binding(0) var<uniform> uniforms: CommonUniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ let PI = 3.14159265;
+ let num_sides = 7.0;
+ let scale = 0.5 + 0.3 * uniforms.audio_intensity;
+ let tri_idx = f32(i / 3u);
+ let sub_idx = i % 3u;
+ if (sub_idx == 0u) {
+ return vec4<f32>(0.0, 0.0, 0.0, 1.0);
+ }
+ let angle = (tri_idx + f32(sub_idx - 1u)) * 2.0 * PI / num_sides + uniforms.time * 0.5;
+ return vec4<f32>(scale * cos(angle) / uniforms.aspect_ratio, scale * sin(angle), 0.0, 1.0);
+}
+
+@fragment fn fs_main() -> @location(0) vec4<f32> {
+ let h = uniforms.time * 2.0 + uniforms.audio_intensity * 3.0;
+ let r = sin(h) * 0.5 + 0.5;
+ let g = sin(h + 2.0) * 0.9 + 0.3;
+ let b = sin(h + 4.0) * 0.5 + 0.5;
+ let boost = uniforms.audio_intensity * 0.5;
+ return vec4<f32>(r + boost, g + boost, b + boost, 1.0);
+}
diff --git a/workspaces/main/shaders/masked_cube.wgsl b/workspaces/main/shaders/masked_cube.wgsl
new file mode 100644
index 0000000..5e673a3
--- /dev/null
+++ b/workspaces/main/shaders/masked_cube.wgsl
@@ -0,0 +1,159 @@
+// Masked cube shader - based on renderer_3d.wgsl with mask sampling
+#include "common_uniforms"
+#include "math/common_utils"
+#include "math/sdf_utils"
+
+@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
+@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
+@group(0) @binding(3) var noise_tex: texture_2d<f32>;
+@group(0) @binding(4) var noise_sampler: sampler;
+
+@group(1) @binding(0) var mask_tex: texture_2d<f32>;
+@group(1) @binding(1) var mask_sampler: sampler;
+
+struct VertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) local_pos: vec3<f32>,
+ @location(1) color: vec4<f32>,
+ @location(2) @interpolate(flat) instance_index: u32,
+ @location(3) world_pos: vec3<f32>,
+ @location(4) transformed_normal: vec3<f32>,
+};
+
+@vertex
+fn vs_main(@builtin(vertex_index) vertex_index: u32,
+ @builtin(instance_index) instance_index: u32) -> VertexOutput {
+ var pos = array<vec3<f32>, 36>(
+ vec3(-1.0, -1.0, 1.0), vec3( 1.0, -1.0, 1.0), vec3( 1.0, 1.0, 1.0),
+ vec3(-1.0, -1.0, 1.0), vec3( 1.0, 1.0, 1.0), vec3(-1.0, 1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3(-1.0, 1.0, -1.0), vec3( 1.0, 1.0, -1.0),
+ vec3(-1.0, -1.0, -1.0), vec3( 1.0, 1.0, -1.0), vec3( 1.0, -1.0, -1.0),
+ vec3(-1.0, 1.0, -1.0), vec3(-1.0, 1.0, 1.0), vec3( 1.0, 1.0, 1.0),
+ vec3(-1.0, 1.0, -1.0), vec3( 1.0, 1.0, 1.0), vec3( 1.0, 1.0, -1.0),
+ vec3(-1.0, -1.0, -1.0), vec3( 1.0, -1.0, -1.0), vec3( 1.0, -1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3( 1.0, -1.0, 1.0), vec3(-1.0, -1.0, 1.0),
+ vec3( 1.0, -1.0, -1.0), vec3( 1.0, 1.0, -1.0), vec3( 1.0, 1.0, 1.0),
+ vec3( 1.0, -1.0, -1.0), vec3( 1.0, 1.0, 1.0), vec3( 1.0, -1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3(-1.0, -1.0, 1.0), vec3(-1.0, 1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3(-1.0, 1.0, 1.0), vec3(-1.0, 1.0, -1.0)
+ );
+
+ var p = pos[vertex_index];
+ let obj = object_data.objects[instance_index];
+ let world_pos = obj.model * vec4<f32>(p, 1.0);
+ let clip_pos = globals.view_proj * world_pos;
+
+ var out: VertexOutput;
+ out.position = clip_pos;
+ out.local_pos = p;
+ out.color = obj.color;
+ out.instance_index = instance_index;
+ out.world_pos = world_pos.xyz;
+ out.transformed_normal = normalize(vec3<f32>(0.0, 1.0, 0.0));
+
+ return out;
+}
+
+#include "render/scene_query_mode"
+#include "render/shadows"
+#include "render/lighting_utils"
+#include "ray_box"
+
+struct FragmentOutput {
+ @location(0) color: vec4<f32>,
+ @builtin(frag_depth) depth: f32,
+};
+
+@fragment
+fn fs_main(in: VertexOutput) -> FragmentOutput {
+ let screen_uv = in.position.xy / globals.resolution;
+ let mask_value = textureSample(mask_tex, mask_sampler, screen_uv).r;
+
+ if (mask_value < 0.5) {
+ discard;
+ }
+
+ let obj = object_data.objects[in.instance_index];
+ let obj_type = obj.params.x;
+
+ var p: vec3<f32>;
+ var normal: vec3<f32>;
+ var base_color = in.color.rgb;
+ let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0));
+
+ let ray_origin = globals.camera_pos_time.xyz;
+ let ray_dir = normalize(in.world_pos - ray_origin);
+ let inv_model = obj.inv_model;
+
+ let local_origin = (inv_model * vec4<f32>(ray_origin, 1.0)).xyz;
+ let local_dir = normalize((inv_model * vec4<f32>(ray_dir, 0.0)).xyz);
+
+ let bounds = ray_box_intersection(local_origin, local_dir, vec3<f32>(1.0));
+ if (!bounds.hit) {
+ discard;
+ }
+
+ let t_start = bounds.t_entry;
+ let t_end = bounds.t_exit;
+
+ var t_march = t_start;
+ let max_steps = 128;
+ var hit = false;
+ var local_p = vec3<f32>(0.0);
+
+ for (var step = 0; step < max_steps; step++) {
+ local_p = local_origin + t_march * local_dir;
+ let d = sdBox(local_p, vec3<f32>(1.0));
+
+ if (d < 0.001) {
+ hit = true;
+ break;
+ }
+
+ t_march += max(d * 0.5, 0.001);
+ if (t_march > t_end) {
+ break;
+ }
+ }
+
+ if (!hit) {
+ discard;
+ }
+
+ p = local_p;
+ let eps = 0.001;
+ normal = normalize(vec3<f32>(
+ sdBox(p + vec3<f32>(eps, 0.0, 0.0), vec3<f32>(1.0)) -
+ sdBox(p - vec3<f32>(eps, 0.0, 0.0), vec3<f32>(1.0)),
+ sdBox(p + vec3<f32>(0.0, eps, 0.0), vec3<f32>(1.0)) -
+ sdBox(p - vec3<f32>(0.0, eps, 0.0), vec3<f32>(1.0)),
+ sdBox(p + vec3<f32>(0.0, 0.0, eps), vec3<f32>(1.0)) -
+ sdBox(p - vec3<f32>(0.0, 0.0, eps), vec3<f32>(1.0))
+ ));
+
+ let world_p = (obj.model * vec4<f32>(p, 1.0)).xyz;
+ let world_normal = normalize((obj.model * vec4<f32>(normal, 0.0)).xyz);
+
+ let bump_strength = 0.3;
+ let bump_scale = 4.0;
+ let noise_uv = world_p.xy * bump_scale;
+ let noise_val = textureSample(noise_tex, noise_sampler, noise_uv).r;
+ let bump_offset = (noise_val - 0.5) * bump_strength;
+
+ let bumped_normal = normalize(world_normal + vec3<f32>(bump_offset));
+
+ let diffuse = max(dot(bumped_normal, light_dir), 0.0);
+ let ambient = 0.3;
+ let lighting = ambient + diffuse * 0.7;
+
+ let final_color = base_color * lighting;
+
+ let clip_p = globals.view_proj * vec4<f32>(world_p, 1.0);
+ let depth = clip_p.z / clip_p.w;
+
+ var out: FragmentOutput;
+ out.color = vec4<f32>(final_color, 1.0);
+ out.depth = depth;
+
+ return out;
+}
diff --git a/workspaces/main/shaders/math/common_utils.wgsl b/workspaces/main/shaders/math/common_utils.wgsl
new file mode 100644
index 0000000..7131216
--- /dev/null
+++ b/workspaces/main/shaders/math/common_utils.wgsl
@@ -0,0 +1,36 @@
+// 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: mat4x4<f32>, normal_local: vec3<f32>) -> vec3<f32> {
+ let normal_matrix = mat3x3<f32>(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: vec3<f32>) -> vec2<f32> {
+ let u = atan2(p.x, p.z) / TAU + 0.5;
+ let v = acos(clamp(p.y / length(p), -1.0, 1.0)) / PI;
+ return vec2<f32>(u, v);
+}
+
+// Spherical UV from direction vector (for skybox, etc.)
+fn spherical_uv_from_dir(dir: vec3<f32>) -> vec2<f32> {
+ let u = atan2(dir.z, dir.x) / TAU + 0.5;
+ let v = asin(clamp(dir.y, -1.0, 1.0)) / PI + 0.5;
+ return vec2<f32>(u, v);
+}
+
+// Grid pattern for procedural texturing (checkerboard-like)
+fn grid_pattern(uv: vec2<f32>) -> 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.
diff --git a/workspaces/main/shaders/math/noise.wgsl b/workspaces/main/shaders/math/noise.wgsl
new file mode 100644
index 0000000..9f99e4a
--- /dev/null
+++ b/workspaces/main/shaders/math/noise.wgsl
@@ -0,0 +1,147 @@
+// 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: vec2<f32> -> f32
+// 2D coordinate to single hash value
+fn hash_2f(p: vec2<f32>) -> f32 {
+ var h = dot(p, vec2<f32>(127.1, 311.7));
+ return fract(sin(h) * 43758.5453123);
+}
+
+// Hash: vec2<f32> -> vec2<f32>
+// 2D coordinate to 2D hash (from Shadertoy 4djSRW)
+fn hash_2f_2f(p: vec2<f32>) -> vec2<f32> {
+ var p3 = fract(vec3<f32>(p.x, p.y, p.x) * vec3<f32>(0.1021, 0.1013, 0.0977));
+ p3 += dot(p3, p3.yzx + 33.33);
+ return fract((p3.xx + p3.yz) * p3.zy);
+}
+
+// Hash: vec3<f32> -> f32
+// 3D coordinate to single hash value
+fn hash_3f(p: vec3<f32>) -> f32 {
+ var h = dot(p, vec3<f32>(127.1, 311.7, 74.7));
+ return fract(sin(h) * 43758.5453123);
+}
+
+// Hash: vec3<f32> -> vec3<f32>
+// 3D coordinate to 3D hash
+fn hash_3f_3f(p: vec3<f32>) -> vec3<f32> {
+ 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 -> vec2<f32>
+fn hash_1u_2f(p: u32) -> vec2<f32> {
+ return vec2<f32>(hash_1u(p), hash_1u(p + 1423u));
+}
+
+// Hash: u32 -> vec3<f32>
+fn hash_1u_3f(p: u32) -> vec3<f32> {
+ return vec3<f32>(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: vec2<f32>) -> f32 {
+ let i = floor(p);
+ let f = fract(p);
+ let u = f * f * (3.0 - 2.0 * f);
+ let n0 = hash_2f(i + vec2<f32>(0.0, 0.0));
+ let n1 = hash_2f(i + vec2<f32>(1.0, 0.0));
+ let n2 = hash_2f(i + vec2<f32>(0.0, 1.0));
+ let n3 = hash_2f(i + vec2<f32>(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: vec3<f32>) -> f32 {
+ let i = floor(p);
+ let f = fract(p);
+ let u = f * f * (3.0 - 2.0 * f);
+ let n000 = hash_3f(i + vec3<f32>(0.0, 0.0, 0.0));
+ let n100 = hash_3f(i + vec3<f32>(1.0, 0.0, 0.0));
+ let n010 = hash_3f(i + vec3<f32>(0.0, 1.0, 0.0));
+ let n110 = hash_3f(i + vec3<f32>(1.0, 1.0, 0.0));
+ let n001 = hash_3f(i + vec3<f32>(0.0, 0.0, 1.0));
+ let n101 = hash_3f(i + vec3<f32>(1.0, 0.0, 1.0));
+ let n011 = hash_3f(i + vec3<f32>(0.0, 1.0, 1.0));
+ let n111 = hash_3f(i + vec3<f32>(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: vec3<f32>) -> 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: vec2<f32>, 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: vec3<f32>, 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/workspaces/main/shaders/math/sdf_shapes.wgsl b/workspaces/main/shaders/math/sdf_shapes.wgsl
new file mode 100644
index 0000000..31bbe2d
--- /dev/null
+++ b/workspaces/main/shaders/math/sdf_shapes.wgsl
@@ -0,0 +1,14 @@
+fn sdSphere(p: vec3<f32>, r: f32) -> f32 {
+ return length(p) - r;
+}
+fn sdBox(p: vec3<f32>, b: vec3<f32>) -> f32 {
+ let q = abs(p) - b;
+ return length(max(q, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
+}
+fn sdTorus(p: vec3<f32>, t: vec2<f32>) -> f32 {
+ let q = vec2<f32>(length(p.xz) - t.x, p.y);
+ return length(q) - t.y;
+}
+fn sdPlane(p: vec3<f32>, n: vec3<f32>, h: f32) -> f32 {
+ return dot(p, n) + h;
+}
diff --git a/workspaces/main/shaders/math/sdf_utils.wgsl b/workspaces/main/shaders/math/sdf_utils.wgsl
new file mode 100644
index 0000000..660a4ce
--- /dev/null
+++ b/workspaces/main/shaders/math/sdf_utils.wgsl
@@ -0,0 +1,115 @@
+fn get_normal_basic(p: vec3<f32>, obj_params: vec4<f32>) -> vec3<f32> {
+ let obj_type = obj_params.x;
+ if (obj_type == 1.0) { return normalize(p); }
+ let e = vec2<f32>(0.001, 0.0);
+ return normalize(vec3<f32>(
+ 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: vec3<f32>, obj_params: vec4<f32>) -> vec3<f32> {
+ let obj_type = obj_params.x;
+ if (obj_type == 1.0) { return normalize(p); }
+ let eps = 0.0001;
+ let k = vec2<f32>(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: vec3<f32>,
+ obj_params: vec4<f32>,
+ noise_tex: texture_2d<f32>,
+ noise_sampler: sampler,
+ disp_strength: f32
+) -> vec3<f32> {
+ let e = vec2<f32>(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(vec3<f32>(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: vec3<f32>,
+ obj_params: vec4<f32>,
+ noise_tex: texture_2d<f32>,
+ noise_sampler: sampler,
+ disp_strength: f32
+) -> vec3<f32> {
+ let eps = 0.0005;
+ let k = vec2<f32>(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: vec3<f32>, min_p: vec3<f32>, max_p: vec3<f32>) -> 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, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
+}
diff --git a/workspaces/main/shaders/mesh_render.wgsl b/workspaces/main/shaders/mesh_render.wgsl
new file mode 100644
index 0000000..7390b06
--- /dev/null
+++ b/workspaces/main/shaders/mesh_render.wgsl
@@ -0,0 +1,58 @@
+#include "common_uniforms"
+#include "math/common_utils"
+
+@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
+@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
+
+// Binding 2 is reserved for BVH (not used here but matches layout for simplicity)
+
+@group(0) @binding(3) var noise_tex: texture_2d<f32>;
+@group(0) @binding(4) var noise_sampler: sampler;
+@group(0) @binding(5) var sky_tex: texture_2d<f32>;
+
+struct VertexInput {
+ @location(0) position: vec3<f32>,
+ @location(1) normal: vec3<f32>,
+ @location(2) uv: vec2<f32>,
+};
+
+struct VertexOutput {
+ @builtin(position) clip_pos: vec4<f32>,
+ @location(0) world_pos: vec3<f32>,
+ @location(1) normal: vec3<f32>,
+ @location(2) uv: vec2<f32>,
+ @location(3) color: vec4<f32>,
+ @location(4) @interpolate(flat) instance_index: u32,
+};
+
+@vertex
+fn vs_main(in: VertexInput, @builtin(instance_index) instance_index: u32) -> VertexOutput {
+ let obj = object_data.objects[instance_index];
+ let world_pos = obj.model * vec4<f32>(in.position, 1.0);
+
+ var out: VertexOutput;
+ out.clip_pos = globals.view_proj * world_pos;
+ out.world_pos = world_pos.xyz;
+
+ // Transform normal from local to world space
+ out.normal = transform_normal(obj.inv_model, in.normal);
+
+ out.uv = in.uv;
+ out.color = obj.color;
+ out.instance_index = instance_index;
+ return out;
+}
+
+#include "render/scene_query_mode"
+#include "render/shadows"
+#include "render/lighting_utils"
+
+@fragment
+fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
+ let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0));
+
+ let shadow = calc_shadow(in.world_pos, light_dir, 0.05, 20.0, in.instance_index);
+ let lit_color = calculate_lighting(in.color.rgb, in.normal, in.world_pos, shadow);
+
+ return vec4<f32>(lit_color, in.color.a);
+} \ No newline at end of file
diff --git a/workspaces/main/shaders/particle_compute.wgsl b/workspaces/main/shaders/particle_compute.wgsl
new file mode 100644
index 0000000..ae513c8
--- /dev/null
+++ b/workspaces/main/shaders/particle_compute.wgsl
@@ -0,0 +1,30 @@
+struct Particle {
+ pos: vec4<f32>,
+ vel: vec4<f32>,
+ rot: vec4<f32>,
+ color: vec4<f32>,
+};
+
+#include "common_uniforms"
+
+@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
+@group(0) @binding(1) var<uniform> uniforms: CommonUniforms;
+
+@compute @workgroup_size(64)
+fn main(@builtin(global_invocation_id) id: vec3<u32>) {
+ let i = id.x;
+ if (i >= arrayLength(&particles)) {
+ return;
+ }
+ var p = particles[i];
+ let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
+ p.pos = vec4<f32>(new_pos, p.pos.w);
+ p.vel.y = p.vel.y - 0.01 * (1.0 + uniforms.audio_intensity * 5.0);
+ p.rot.x = p.rot.x + p.rot.y * 0.016;
+ if (p.pos.y < -1.5) {
+ p.pos.y = 1.5;
+ p.pos.x = (f32(i % 100u) / 50.0) - 1.0 + (uniforms.audio_intensity * 0.5);
+ p.vel.y = 0.0;
+ }
+ particles[i] = p;
+}
diff --git a/workspaces/main/shaders/particle_render.wgsl b/workspaces/main/shaders/particle_render.wgsl
new file mode 100644
index 0000000..6a2b636
--- /dev/null
+++ b/workspaces/main/shaders/particle_render.wgsl
@@ -0,0 +1,52 @@
+struct Particle {
+ pos: vec4<f32>,
+ vel: vec4<f32>,
+ rot: vec4<f32>,
+ color: vec4<f32>,
+};
+
+#include "common_uniforms"
+
+@group(0) @binding(0) var<storage, read> particles: array<Particle>;
+@group(0) @binding(1) var<uniform> uniforms: CommonUniforms;
+
+struct VSOut {
+ @builtin(position) pos: vec4<f32>,
+ @location(0) color: vec4<f32>,
+ @location(1) uv: vec2<f32>,
+};
+
+@vertex fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut {
+ let p = particles[ii];
+ let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_intensity * 0.02;
+ var offsets = array<vec2<f32>, 6>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(1, -1),
+ vec2<f32>(-1, 1),
+ vec2<f32>(-1, 1),
+ vec2<f32>(1, -1),
+ vec2<f32>(1, 1)
+ );
+ let offset = offsets[vi];
+ let c = cos(p.rot.x);
+ let s = sin(p.rot.x);
+ let rotated_offset = vec2<f32>(offset.x * c - offset.y * s, offset.x * s + offset.y * c);
+ let pos = vec2<f32>(p.pos.x + rotated_offset.x * size / uniforms.aspect_ratio, p.pos.y + rotated_offset.y * size);
+
+ // Fade based on lifetime (p.pos.w goes from 1.0 to 0.0)
+ let lifetime_fade = p.pos.w;
+ let color_with_fade = vec4<f32>(p.color.rgb * (0.5 + 0.5 * uniforms.audio_intensity), p.color.a * lifetime_fade);
+
+ return VSOut(vec4<f32>(pos, 0.0, 1.0), color_with_fade, offset);
+}
+
+@fragment fn fs_main(@location(0) color: vec4<f32>, @location(1) uv: vec2<f32>) -> @location(0) vec4<f32> {
+ // Calculate distance from center for circular shape
+ let dist = length(uv);
+
+ // Smooth circular falloff (1.0 at center, 0.0 at edge)
+ let circle_alpha = smoothstep(1.0, 0.5, dist);
+
+ // Apply circular fade to alpha channel
+ return vec4<f32>(color.rgb, color.a * circle_alpha);
+}
diff --git a/workspaces/main/shaders/particle_spray_compute.wgsl b/workspaces/main/shaders/particle_spray_compute.wgsl
new file mode 100644
index 0000000..a4041f2
--- /dev/null
+++ b/workspaces/main/shaders/particle_spray_compute.wgsl
@@ -0,0 +1,35 @@
+struct Particle {
+ pos: vec4<f32>,
+ vel: vec4<f32>,
+ rot: vec4<f32>,
+ color: vec4<f32>,
+};
+
+#include "common_uniforms"
+
+@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
+@group(0) @binding(1) var<uniform> uniforms: CommonUniforms;
+
+fn hash(p: f32) -> f32 {
+ return fract(sin(p) * 43758.5453);
+}
+
+@compute @workgroup_size(64)
+fn main(@builtin(global_invocation_id) id: vec3<u32>) {
+ let i = id.x;
+ if (i >= arrayLength(&particles)) {
+ return;
+ }
+ var p = particles[i];
+ if (p.pos.w <= 0.0) {
+ let r = hash(f32(i) + uniforms.time);
+ let angle = r * 6.28318;
+ p.pos = vec4<f32>(0.0, 0.0, 0.0, 1.0);
+ p.vel = vec4<f32>(cos(angle), sin(angle), 0.0, 0.0) * (0.5 + hash(r) * 0.5) * (1.0 + uniforms.audio_intensity * 2.0);
+ p.color = vec4<f32>(hash(r + 0.1), hash(r + 0.2), 1.0, 1.0);
+ }
+ let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
+ p.pos = vec4<f32>(new_pos, p.pos.w - 0.01 * (1.0 + uniforms.beat));
+ p.vel.y = p.vel.y - 0.01;
+ particles[i] = p;
+}
diff --git a/workspaces/main/shaders/passthrough.wgsl b/workspaces/main/shaders/passthrough.wgsl
new file mode 100644
index 0000000..266e231
--- /dev/null
+++ b/workspaces/main/shaders/passthrough.wgsl
@@ -0,0 +1,18 @@
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+#include "common_uniforms"
+@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ return textureSample(txt, smplr, p.xy / uniforms.resolution);
+}
diff --git a/workspaces/main/shaders/ray_box.wgsl b/workspaces/main/shaders/ray_box.wgsl
new file mode 100644
index 0000000..d56ea1b
--- /dev/null
+++ b/workspaces/main/shaders/ray_box.wgsl
@@ -0,0 +1,16 @@
+struct RayBounds {
+ t_entry: f32,
+ t_exit: f32,
+ hit: bool,
+};
+
+fn ray_box_intersection(ro: vec3<f32>, rd: vec3<f32>, extent: vec3<f32>) -> 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/workspaces/main/shaders/ray_triangle.wgsl b/workspaces/main/shaders/ray_triangle.wgsl
new file mode 100644
index 0000000..13341c8
--- /dev/null
+++ b/workspaces/main/shaders/ray_triangle.wgsl
@@ -0,0 +1,30 @@
+// 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: vec2<f32>,
+ z: f32,
+ N: vec3<f32>,
+ hit: bool,
+};
+
+fn ray_triangle_intersection(
+ orig: vec3<f32>,
+ dir: vec3<f32>,
+ p0: vec3<f32>,
+ p1: vec3<f32>,
+ p2: vec3<f32>
+) -> 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 = vec2<f32>(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/workspaces/main/shaders/render/lighting_utils.wgsl b/workspaces/main/shaders/render/lighting_utils.wgsl
new file mode 100644
index 0000000..d2fd2e2
--- /dev/null
+++ b/workspaces/main/shaders/render/lighting_utils.wgsl
@@ -0,0 +1,6 @@
+fn calculate_lighting(color: vec3<f32>, normal: vec3<f32>, pos: vec3<f32>, shadow: f32) -> vec3<f32> {
+ let light_dir = normalize(vec3<f32>(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/workspaces/main/shaders/render/scene_query_bvh.wgsl b/workspaces/main/shaders/render/scene_query_bvh.wgsl
new file mode 100644
index 0000000..3e6f895
--- /dev/null
+++ b/workspaces/main/shaders/render/scene_query_bvh.wgsl
@@ -0,0 +1,67 @@
+#include "math/sdf_shapes"
+#include "math/sdf_utils"
+
+struct BVHNode {
+ min: vec3<f32>,
+ left_idx: i32,
+ max: vec3<f32>,
+ obj_idx_or_right: i32,
+};
+
+@group(0) @binding(2) var<storage, read> bvh_nodes: array<BVHNode>;
+
+fn get_dist(p: vec3<f32>, obj_params: vec4<f32>) -> 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, vec3<f32>(1.0)); } // Unit Box
+ if (obj_type == 3.0) { return sdTorus(p, vec2<f32>(1.0, 0.4)); } // Unit Torus
+ if (obj_type == 4.0) { return sdPlane(p, vec3<f32>(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: vec3<f32>, 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 * vec4<f32>(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/workspaces/main/shaders/render/scene_query_linear.wgsl b/workspaces/main/shaders/render/scene_query_linear.wgsl
new file mode 100644
index 0000000..0497a40
--- /dev/null
+++ b/workspaces/main/shaders/render/scene_query_linear.wgsl
@@ -0,0 +1,56 @@
+#include "math/sdf_shapes"
+#include "math/sdf_utils"
+
+fn get_dist(p: vec3<f32>, obj_params: vec4<f32>) -> 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, vec3<f32>(1.0)); } // Unit Box
+ if (obj_type == 3.0) { return sdTorus(p, vec2<f32>(1.0, 0.4)); } // Unit Torus
+ if (obj_type == 4.0) { return sdPlane(p, vec3<f32>(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: vec3<f32>, 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 * vec4<f32>(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/workspaces/main/shaders/render/shadows.wgsl b/workspaces/main/shaders/render/shadows.wgsl
new file mode 100644
index 0000000..7cba089
--- /dev/null
+++ b/workspaces/main/shaders/render/shadows.wgsl
@@ -0,0 +1,13 @@
+fn calc_shadow(ro: vec3<f32>, rd: vec3<f32>, 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/workspaces/main/shaders/renderer_3d.wgsl b/workspaces/main/shaders/renderer_3d.wgsl
new file mode 100644
index 0000000..d3b0bae
--- /dev/null
+++ b/workspaces/main/shaders/renderer_3d.wgsl
@@ -0,0 +1,167 @@
+#include "common_uniforms"
+#include "math/common_utils"
+#include "math/sdf_utils"
+
+@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
+@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
+
+// Binding 2 is reserved for BVH buffer when enabled
+
+@group(0) @binding(3) var noise_tex: texture_2d<f32>;
+@group(0) @binding(4) var noise_sampler: sampler;
+@group(0) @binding(5) var sky_tex: texture_2d<f32>;
+
+struct VertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) local_pos: vec3<f32>,
+ @location(1) color: vec4<f32>,
+ @location(2) @interpolate(flat) instance_index: u32,
+ @location(3) world_pos: vec3<f32>,
+ @location(4) transformed_normal: vec3<f32>,
+};
+
+@vertex
+fn vs_main(@builtin(vertex_index) vertex_index: u32,
+ @builtin(instance_index) instance_index: u32) -> VertexOutput {
+
+ var pos = array<vec3<f32>, 36>(
+ vec3(-1.0, -1.0, 1.0), vec3( 1.0, -1.0, 1.0), vec3( 1.0, 1.0, 1.0),
+ vec3(-1.0, -1.0, 1.0), vec3( 1.0, 1.0, 1.0), vec3(-1.0, 1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3(-1.0, 1.0, -1.0), vec3( 1.0, 1.0, -1.0),
+ vec3(-1.0, -1.0, -1.0), vec3( 1.0, 1.0, -1.0), vec3( 1.0, -1.0, -1.0),
+ vec3(-1.0, 1.0, -1.0), vec3(-1.0, 1.0, 1.0), vec3( 1.0, 1.0, 1.0),
+ vec3(-1.0, 1.0, -1.0), vec3( 1.0, 1.0, 1.0), vec3( 1.0, 1.0, -1.0),
+ vec3(-1.0, -1.0, -1.0), vec3( 1.0, -1.0, -1.0), vec3( 1.0, -1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3( 1.0, -1.0, 1.0), vec3(-1.0, -1.0, 1.0),
+ vec3( 1.0, -1.0, -1.0), vec3( 1.0, 1.0, -1.0), vec3( 1.0, 1.0, 1.0),
+ vec3( 1.0, -1.0, -1.0), vec3( 1.0, 1.0, 1.0), vec3( 1.0, -1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3(-1.0, -1.0, 1.0), vec3(-1.0, 1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3(-1.0, 1.0, 1.0), vec3(-1.0, 1.0, -1.0)
+ );
+
+ var p = pos[vertex_index];
+ let obj = object_data.objects[instance_index];
+ let obj_type = obj.params.x;
+
+ if (obj_type == 5.0) { // MESH
+ // For meshes, we use the actual vertex data, not proxy geometry.
+ // The position here is a placeholder, the real mesh data is handled by mesh_pipeline_.
+ var out: VertexOutput;
+ out.position = vec4<f32>(0.0, 0.0, 2.0, 1.0); // Outside far plane, so it's not rendered by this pipeline.
+ return out;
+ }
+
+ // Tight fit for Torus proxy hull (major radius 1.0, minor 0.4)
+ if (obj_type == 3.0) {
+ p.x = p.x * 1.5;
+ p.z = p.z * 1.5;
+ p.y = p.y * 0.5;
+ }
+
+ let world_pos = obj.model * vec4<f32>(p, 1.0);
+ let clip_pos = globals.view_proj * world_pos;
+
+ var out: VertexOutput;
+ out.position = clip_pos;
+ out.local_pos = p;
+ out.color = obj.color;
+ out.instance_index = instance_index;
+ out.world_pos = world_pos.xyz;
+
+ // For SDF primitives, we don't use vertex normals - they are computed analytically in the fragment shader.
+ // This field is only used by the mesh pipeline (mesh_render.wgsl), not this SDF pipeline.
+ out.transformed_normal = normalize(vec3<f32>(0.0, 1.0, 0.0)); // Placeholder
+
+ return out;
+}
+
+#include "render/scene_query_mode"
+#include "render/shadows"
+#include "render/lighting_utils"
+#include "ray_box"
+
+struct FragmentOutput {
+ @location(0) color: vec4<f32>,
+ @builtin(frag_depth) depth: f32,
+};
+
+@fragment
+fn fs_main(in: VertexOutput) -> FragmentOutput {
+ let obj = object_data.objects[in.instance_index];
+ let obj_type = obj.params.x;
+
+ var p: vec3<f32>;
+ var normal: vec3<f32>;
+ var base_color = in.color.rgb;
+ let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0));
+
+ if (obj_type <= 0.0) { // Raster path (legacy or generic)
+ p = in.world_pos;
+ // Use the transformed normal passed from the vertex shader for rasterized objects
+ normal = normalize(in.transformed_normal);
+
+ // Apply grid pattern to floor
+ let uv = p.xz * 0.5;
+ let grid_val = grid_pattern(uv);
+ base_color = base_color * (0.5 + 0.5 * grid_val);
+ } else { // SDF path
+ let ro_world = globals.camera_pos_time.xyz;
+ let rd_world = normalize(in.world_pos - ro_world);
+
+ // Ray-Box Intersection in local space to find tight bounds
+ let ro_local = (obj.inv_model * vec4<f32>(ro_world, 1.0)).xyz;
+ let rd_local = normalize((obj.inv_model * vec4<f32>(rd_world, 0.0)).xyz);
+
+ // Proxy box extent (matches vs_main)
+ // MESHES use obj.params.yzw for extent
+ var extent = vec3<f32>(1.0);
+ if (obj.params.x == 3.0) { extent = vec3<f32>(1.5, 0.5, 1.5); } // Torus
+ else if (obj.params.x == 5.0) { extent = obj.params.yzw; } // MESH extent
+
+ let bounds = ray_box_intersection(ro_local, rd_local, extent);
+
+ if (!bounds.hit) { discard; }
+
+ var t = bounds.t_entry;
+ var hit = false;
+ for (var i = 0; i < 64; i = i + 1) {
+ let q = ro_local + rd_local * t;
+ let d_local = get_dist(q, obj.params);
+ if (d_local < 0.0005) { hit = true; break; }
+ t = t + d_local;
+ if (t > bounds.t_exit) { break; }
+ }
+ if (!hit) { discard; }
+
+ let q_hit = ro_local + rd_local * t;
+ p = (obj.model * vec4<f32>(q_hit, 1.0)).xyz; // Correct world position
+
+ // Calculate normal with bump mapping (using utility function)
+ let disp_strength = 0.05;
+ let n_local = get_normal_bump(q_hit, obj.params, noise_tex, noise_sampler, disp_strength);
+ normal = transform_normal(obj.inv_model, n_local);
+
+ // Apply texture to SDF color
+ if (in.instance_index == 0u || obj_type == 4.0) { // Floor (index 0) or PLANE
+ let uv_grid = p.xz * 0.5;
+ let grid_val = grid_pattern(uv_grid);
+ base_color = base_color * (0.5 + 0.5 * grid_val);
+ } else {
+ let uv_hit = spherical_uv(q_hit);
+ let tex_val = textureSample(noise_tex, noise_sampler, uv_hit).r;
+ base_color = base_color * (0.7 + 0.3 * tex_val);
+ }
+ }
+
+ let shadow = calc_shadow(p, light_dir, 0.05, 20.0, in.instance_index);
+ let lit_color = calculate_lighting(base_color, normal, p, shadow);
+
+ var out: FragmentOutput;
+ out.color = vec4<f32>(lit_color, 1.0);
+
+ // Calculate and write correct depth
+ let clip_pos = globals.view_proj * vec4<f32>(p, 1.0);
+ out.depth = clip_pos.z / clip_pos.w;
+
+ return out;
+} \ No newline at end of file
diff --git a/workspaces/main/shaders/sdf_primitives.wgsl b/workspaces/main/shaders/sdf_primitives.wgsl
new file mode 100644
index 0000000..31bbe2d
--- /dev/null
+++ b/workspaces/main/shaders/sdf_primitives.wgsl
@@ -0,0 +1,14 @@
+fn sdSphere(p: vec3<f32>, r: f32) -> f32 {
+ return length(p) - r;
+}
+fn sdBox(p: vec3<f32>, b: vec3<f32>) -> f32 {
+ let q = abs(p) - b;
+ return length(max(q, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
+}
+fn sdTorus(p: vec3<f32>, t: vec2<f32>) -> f32 {
+ let q = vec2<f32>(length(p.xz) - t.x, p.y);
+ return length(q) - t.y;
+}
+fn sdPlane(p: vec3<f32>, n: vec3<f32>, h: f32) -> f32 {
+ return dot(p, n) + h;
+}
diff --git a/workspaces/main/shaders/skybox.wgsl b/workspaces/main/shaders/skybox.wgsl
new file mode 100644
index 0000000..31bea3b
--- /dev/null
+++ b/workspaces/main/shaders/skybox.wgsl
@@ -0,0 +1,42 @@
+#include "common_uniforms"
+#include "math/common_utils"
+
+@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;
+
+struct VertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) uv: vec2<f32>,
+};
+
+@vertex
+fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1.0, -1.0),
+ vec2<f32>( 3.0, -1.0),
+ vec2<f32>(-1.0, 3.0)
+ );
+
+ var out: VertexOutput;
+ out.position = vec4<f32>(pos[vertex_index], 0.0, 1.0);
+ out.uv = vec2<f32>(pos[vertex_index].x * 0.5 + 0.5, 1.0 - (pos[vertex_index].y * 0.5 + 0.5));
+ return out;
+}
+
+@fragment
+fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
+ // 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 = vec4<f32>(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
diff --git a/workspaces/main/shaders/solarize.wgsl b/workspaces/main/shaders/solarize.wgsl
new file mode 100644
index 0000000..de15dfc
--- /dev/null
+++ b/workspaces/main/shaders/solarize.wgsl
@@ -0,0 +1,53 @@
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+#include "common_uniforms"
+
+@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = p.xy / uniforms.resolution;
+ var col = textureSample(txt, smplr, uv);
+
+ // Patterns are 2 seconds long (120 BPM, 4 beats)
+ let pattern_num = u32(uniforms.time / 2.0);
+ let is_even_pattern = (pattern_num % 2u) == 0u;
+
+ // Reduced threshold range for subtler effect
+ let thr = 0.4 + 0.15 * sin(uniforms.time);
+ let solarize_strength = 0.4; // Reduced from 1.0 for less saturation
+
+ if (is_even_pattern) {
+ // Even patterns: Subtle red-orange tint
+ if (col.r < thr) {
+ col.r = mix(col.r, 1.0 - col.r, solarize_strength);
+ }
+ if (col.g < thr) {
+ col.g = mix(col.g, 1.0 - col.g * 0.7, solarize_strength * 0.7);
+ }
+ if (col.b < thr) {
+ col.b = mix(col.b, col.b * 0.5, solarize_strength);
+ }
+ } else {
+ // Odd patterns: Subtle blue-cyan tint
+ if (col.r < thr) {
+ col.r = mix(col.r, col.r * 0.6, solarize_strength);
+ }
+ if (col.g < thr) {
+ col.g = mix(col.g, 1.0 - col.g * 0.8, solarize_strength * 0.8);
+ }
+ if (col.b < thr) {
+ col.b = mix(col.b, 1.0 - col.b, solarize_strength);
+ }
+ }
+ return col;
+}
diff --git a/workspaces/main/shaders/test_snippet_a.wgsl b/workspaces/main/shaders/test_snippet_a.wgsl
new file mode 100644
index 0000000..732973d
--- /dev/null
+++ b/workspaces/main/shaders/test_snippet_a.wgsl
@@ -0,0 +1,4 @@
+// test_snippet_a.wgsl
+fn snippet_a() -> f32 {
+ return 1.0;
+}
diff --git a/workspaces/main/shaders/test_snippet_b.wgsl b/workspaces/main/shaders/test_snippet_b.wgsl
new file mode 100644
index 0000000..071346e
--- /dev/null
+++ b/workspaces/main/shaders/test_snippet_b.wgsl
@@ -0,0 +1,4 @@
+// test_snippet_b.wgsl
+fn snippet_b() -> f32 {
+ return 2.0;
+}
diff --git a/workspaces/main/shaders/vignette.wgsl b/workspaces/main/shaders/vignette.wgsl
new file mode 100644
index 0000000..b129883
--- /dev/null
+++ b/workspaces/main/shaders/vignette.wgsl
@@ -0,0 +1,32 @@
+@group(0) @binding(0) var input_sampler: sampler;
+@group(0) @binding(1) var input_tex: texture_2d<f32>;
+#include "common_uniforms"
+
+struct VignetteParams {
+ radius: f32,
+ softness: f32,
+};
+
+@group(0) @binding(2) var<uniform> common_uniforms: CommonUniforms;
+@group(0) @binding(3) var<uniform> params: VignetteParams;
+
+@vertex
+fn vs_main(@builtin(vertex_index) vertex_idx: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1.0, -1.0),
+ vec2<f32>(3.0, -1.0),
+ vec2<f32>(-1.0, 3.0)
+ );
+ return vec4<f32>(pos[vertex_idx], 0.0, 1.0);
+}
+
+@fragment
+fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = pos.xy / common_uniforms.resolution;
+ let color = textureSample(input_tex, input_sampler, uv);
+
+ let d = distance(uv, vec2<f32>(0.5, 0.5));
+ let vignette = smoothstep(params.radius, params.radius - params.softness, d);
+
+ return vec4<f32>(color.rgb * mix(1.0, vignette, common_uniforms.audio_intensity), color.a);
+} \ No newline at end of file
diff --git a/workspaces/main/shaders/visual_debug.wgsl b/workspaces/main/shaders/visual_debug.wgsl
new file mode 100644
index 0000000..63e1f13
--- /dev/null
+++ b/workspaces/main/shaders/visual_debug.wgsl
@@ -0,0 +1,31 @@
+struct GlobalUniforms {
+ view_proj: mat4x4<f32>,
+ inv_view_proj: mat4x4<f32>,
+ camera_pos_time: vec4<f32>,
+ params: vec4<f32>,
+ resolution: vec2<f32>,
+};
+@group(0) @binding(0) var<uniform> uniforms : GlobalUniforms;
+
+struct VertexInput {
+ @location(0) position : vec3<f32>,
+ @location(1) color : vec3<f32>,
+}
+
+struct VertexOutput {
+ @builtin(position) position : vec4<f32>,
+ @location(0) color : vec3<f32>,
+}
+
+@vertex
+fn vs_main(in : VertexInput) -> VertexOutput {
+ var out : VertexOutput;
+ out.position = uniforms.view_proj * vec4<f32>(in.position, 1.0);
+ out.color = in.color;
+ return out;
+}
+
+@fragment
+fn fs_main(in : VertexOutput) -> @location(0) vec4<f32> {
+ return vec4<f32>(in.color, 1.0);
+}
diff --git a/workspaces/main/timeline.seq b/workspaces/main/timeline.seq
new file mode 100644
index 0000000..a8717f3
--- /dev/null
+++ b/workspaces/main/timeline.seq
@@ -0,0 +1,120 @@
+# ============================================================================
+# DEMO SEQUENCE DEFINITION
+# ============================================================================
+# Defines the timeline and layering of visual effects for the demo.
+# Compiled by seq_compiler into src/generated/timeline.cc at build time.
+#
+# DOCUMENTATION: See doc/SEQUENCE.md for complete syntax reference
+#
+# QUICK REFERENCE:
+# SEQUENCE <start> <priority> ["optional_name"] [optional_end]
+# EFFECT <+|=|-> <ClassName> <start> <end>
+#
+# Priority modifiers: + (increment), = (same), - (decrement/background)
+# Time notation: 0b (beats), 0.0 (seconds)
+# Optional name: Displayed in Gantt charts (e.g., "Opening Scene")
+#
+# VALIDATION & VISUALIZATION:
+# ./build/seq_compiler assets/demo.seq # Validate only
+# ./build/seq_compiler assets/demo.seq --gantt-html=t.html # HTML Gantt
+#
+# ============================================================================
+
+# BPM 120
+
+SEQUENCE 0b 0
+ EFFECT - FlashCubeEffect .2 3 # Background cube (priority -1 = behind everything)
+ EFFECT + FlashEffect 0.0 1. color=1.0,0.5,0.5 decay=0.95 # Red-tinted flash
+ EFFECT + FadeEffect 0.1 1. # Priority 1
+ EFFECT + SolarizeEffect 0 4b # Priority 2 (was 3, now contiguous)
+ EFFECT + VignetteEffect 0 6 radius=0.6 softness=0.1
+
+SEQUENCE 2.0 0
+ EFFECT + CircleMaskEffect 0.0 4.0 0.50 # Priority 0 mask generator
+ EFFECT + RotatingCubeEffect 0.0 4.0 # Priority 1 (renders inside circle)
+ EFFECT + GaussianBlurEffect 1.0 2.0 strength=1.0
+ EFFECT + GaussianBlurEffect 3.0 4.0 strength=2.0
+
+SEQUENCE 4b 0
+ EFFECT - FlashCubeEffect 0.1 3. # Priority -1
+ EFFECT + FlashEffect 0.0 0.2 # Priority 0 (was 4, now contiguous)
+
+SEQUENCE 6b 1
+ EFFECT + ParticleSprayEffect 0 4 # Priority 0 (spray particles)
+ EFFECT + ParticlesEffect 0 4 # Priority 1
+ EFFECT = GaussianBlurEffect 0 8 strength=3.0 # Priority 1 (stronger blur)
+
+SEQUENCE 7b 0
+ EFFECT + HeptagonEffect 0.0 .2 # Priority 0
+ EFFECT + FadeEffect 0.1 1.0 # Priority 1 (was 5, now contiguous)
+
+# Post-processing chain (priority 10 = applied after scene rendering)
+# Effects are applied in priority order: lower numbers first
+SEQUENCE 8b 3
+ EFFECT + ThemeModulationEffect 0 4 # Priority 0
+ EFFECT = HeptagonEffect 0.0 4.0 # Priority 0 (same layer)
+ EFFECT + GaussianBlurEffect 0 8 strength=1.5 # Priority 1 (subtle blur)
+ EFFECT + ChromaAberrationEffect 0 6 offset=0.03 angle=0.785 # Priority 2 (diagonal, stronger)
+ EFFECT + SolarizeEffect 0 10 # Priority 3
+
+SEQUENCE 12b 2
+ EFFECT - FlashCubeEffect .2 3 # Priority -1 (background)
+ EFFECT + HeptagonEffect 0 4 # Priority 0
+ EFFECT + ParticleSprayEffect 0 4 # Priority 1 (spray particles)
+ EFFECT + ParticlesEffect 0 4 # Priority 2
+
+SEQUENCE 15b 2
+ EFFECT - FlashCubeEffect .2 3 # Priority -1 (background)
+ EFFECT + FlashEffect 0.0 1 # Priority 0
+
+SEQUENCE 16b 10
+ EFFECT - FlashCubeEffect .2 3 # Priority -1 (background)
+ EFFECT + GaussianBlurEffect 0 8 # Priority 0
+ EFFECT + FlashEffect 0.0 0.2 # Priority 1
+ EFFECT = FlashEffect 1b 0.2 # Priority 1 (same layer)
+
+SEQUENCE 17b 2
+ EFFECT + ThemeModulationEffect 0 4 # Priority 0
+ EFFECT + HeptagonEffect 0.2 2.0 # Priority 1
+ EFFECT + ParticleSprayEffect 0 4 # Priority 2 (spray particles)
+ EFFECT = ParticlesEffect 0 4 # Priority 2 (same layer)
+ EFFECT + Hybrid3DEffect 0 4 # Priority 3
+ EFFECT + GaussianBlurEffect 0 8 # Priority 4
+ EFFECT + ChromaAberrationEffect 0 6 offset=0.01 angle=1.57 # Priority 5 (vertical, subtle)
+
+SEQUENCE 24b 1
+ EFFECT + ThemeModulationEffect 0 8 # Priority 0
+ EFFECT + HeptagonEffect 0.2 2.0 # Priority 1
+ EFFECT + ParticleSprayEffect 0 8 # Priority 2 (spray particles - longer duration)
+ EFFECT + Hybrid3DEffect 0 20 # Priority 3
+ EFFECT + GaussianBlurEffect 0 8 # Priority 4
+ EFFECT + ChromaAberrationEffect 0 10 # Priority 5
+ EFFECT + SolarizeEffect 0 10 # Priority 6
+
+SEQUENCE 32b 0
+ EFFECT + ThemeModulationEffect 0 4 # Priority 0
+ EFFECT + HeptagonEffect 0 16 # Priority 1
+ EFFECT + ChromaAberrationEffect 0 16 # Priority 2
+ EFFECT + GaussianBlurEffect 0 8 # Priority 3
+
+SEQUENCE 48b 0
+ EFFECT + ThemeModulationEffect 0 4 # Priority 0
+ EFFECT + HeptagonEffect 0.2 2.0 # Priority 1
+ EFFECT + GaussianBlurEffect 0 8 # Priority 2
+ EFFECT + SolarizeEffect 0 2 # Priority 3
+
+SEQUENCE 56b 0
+ EFFECT + ThemeModulationEffect 0 8 # Priority 0
+ EFFECT = HeptagonEffect 0.2 2.0 # Priority 0 (same layer)
+ EFFECT + Hybrid3DEffect 0 4 # Priority 1
+ EFFECT + ParticleSprayEffect 0 8 # Priority 2 (spray particles)
+ EFFECT + HeptagonEffect 0 16 # Priority 3
+ EFFECT + ChromaAberrationEffect 0 16 # Priority 4
+ EFFECT + GaussianBlurEffect 0 8 # Priority 5
+
+SEQUENCE 62b 0
+ EFFECT + ThemeModulationEffect 0 3 # Priority 0
+ EFFECT + VignetteEffect 0 3 radius=0.6 softness=0.3 # New effect
+ EFFECT + SolarizeEffect 0 3 # Priority 2
+# Demo automatically exits at this time (supports beat notation)
+END_DEMO 65b
diff --git a/workspaces/main/workspace.cfg b/workspaces/main/workspace.cfg
new file mode 100644
index 0000000..8026fb5
--- /dev/null
+++ b/workspaces/main/workspace.cfg
@@ -0,0 +1,18 @@
+[workspace]
+name = "Main Demo"
+description = "Production 64k demo"
+version = "1.0"
+
+[build]
+target = "demo64k"
+timeline = "timeline.seq"
+music = "music.track"
+assets = "assets.txt"
+asset_dirs = ["assets/", "../common/"]
+shader_dirs = ["shaders/", "../common/shaders/"]
+
+[options]
+width = 1280
+height = 720
+duration = -1
+bpm = 120
diff --git a/workspaces/test/assets.txt b/workspaces/test/assets.txt
new file mode 100644
index 0000000..2be2c9d
--- /dev/null
+++ b/workspaces/test/assets.txt
@@ -0,0 +1,62 @@
+# Asset Name, Compression Type, Filename/Placeholder, Description
+
+# --- Drum & Percussion Samples ---
+KICK_1, NONE, assets/music/KICK_606.spec, "606 Kick"
+KICK_2, NONE, assets/music/KICK_90S_2.spec, "90s Kick"
+SNARE_1, NONE, assets/music/SNARE_808.spec, "808 Snare"
+SNARE_2, NONE, assets/music/SNARE_909_TUNE_8.spec, "909 Snare"
+SNARE_3, NONE, assets/music/SNARE_BLUE_ROOM.spec, "Snare Blue Room"
+HIHAT_1, NONE, assets/music/HIHAT_CLOSED_DMX.spec, "DMX Closed Hi-hat"
+HIHAT_2, NONE, assets/music/HIHAT_CLOSED_DUFF.spec, "Duff Closed Hi-hat"
+HIHAT_3, NONE, assets/music/HIHAT_CLOSED_ER_1.spec, "ER-1 Closed Hi-hat"
+CRASH_1, NONE, assets/music/CRASH_DMX.spec, "DMX Crash"
+RIDE_1, NONE, assets/music/RIDE_CUP_1.spec, "Ride Cymbal"
+SPLASH_1, NONE, assets/music/SPLASH_GROUNDED.spec, "Splash Cymbal"
+
+# --- Melodic Samples ---
+BASS_1, NONE, assets/music/BASS_GUITAR_FEEL.spec, "Bass Guitar"
+BASS_2, NONE, assets/music/BASS_SYNTH_1.spec, "Synth Bass 1"
+BASS_3, NONE, assets/music/SYNTH_BASS_DISTORT.spec, "Distorted Synth Bass"
+
+# --- Procedural Textures ---
+NOISE_TEX, PROC(gen_noise, 1234, 16), _, "Procedural noise texture for bump mapping"
+
+# --- WGSL Shaders & Snippets ---
+SHADER_RENDERER_3D, NONE, shaders/renderer_3d.wgsl, "Hybrid 3D Renderer Shader"
+SHADER_COMMON_UNIFORMS, NONE, shaders/common_uniforms.wgsl, "Common Uniforms Snippet"
+SHADER_SDF_PRIMITIVES, NONE, shaders/sdf_primitives.wgsl, "SDF Primitives Snippet"
+SHADER_LIGHTING, NONE, shaders/lighting.wgsl, "Lighting Snippet"
+SHADER_RAY_BOX, NONE, shaders/ray_box.wgsl, "Ray-Box Intersection Snippet"
+SHADER_RAY_TRIANGLE, NONE, shaders/ray_triangle.wgsl, "Ray-Triangle Intersection Snippet (Möller-Trumbore)"
+SHADER_MAIN, NONE, shaders/main_shader.wgsl, "Main Heptagon Shader"
+SHADER_PARTICLE_COMPUTE, NONE, shaders/particle_compute.wgsl, "Particle Compute Shader"
+SHADER_PARTICLE_RENDER, NONE, shaders/particle_render.wgsl, "Particle Render Shader"
+SHADER_PASSTHROUGH, NONE, shaders/passthrough.wgsl, "Passthrough Shader"
+SHADER_ELLIPSE, NONE, shaders/ellipse.wgsl, "Ellipse Shader"
+SHADER_PARTICLE_SPRAY_COMPUTE, NONE, shaders/particle_spray_compute.wgsl, "Particle Spray Compute"
+SHADER_GAUSSIAN_BLUR, NONE, shaders/gaussian_blur.wgsl, "Gaussian Blur Shader"
+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_SKYBOX, NONE, shaders/skybox.wgsl, "Skybox background shader"
+SHADER_MATH_SDF_SHAPES, NONE, shaders/math/sdf_shapes.wgsl, "SDF Shapes Snippet"
+SHADER_MATH_SDF_UTILS, NONE, shaders/math/sdf_utils.wgsl, "SDF Utils Snippet"
+SHADER_MATH_COMMON_UTILS, NONE, shaders/math/common_utils.wgsl, "Common Math Utils"
+SHADER_MATH_NOISE, NONE, shaders/math/noise.wgsl, "RNG and Noise Functions"
+SHADER_RENDER_SHADOWS, NONE, shaders/render/shadows.wgsl, "Shadows Snippet"
+SHADER_RENDER_SCENE_QUERY_BVH, NONE, shaders/render/scene_query_bvh.wgsl, "Scene Query Snippet (BVH)"
+SHADER_RENDER_SCENE_QUERY_LINEAR, NONE, shaders/render/scene_query_linear.wgsl, "Scene Query Snippet (Linear)"
+SHADER_RENDER_LIGHTING_UTILS, NONE, shaders/render/lighting_utils.wgsl, "Lighting Utils Snippet"
+SHADER_MESH, NONE, shaders/mesh_render.wgsl, "Mesh Rasterization Shader"
+MESH_CUBE, NONE, test_mesh.obj, "A simple cube mesh"
+DODECAHEDRON, NONE, dodecahedron.obj, "A dodecahedron mesh"
+SHADER_VIGNETTE, NONE, shaders/vignette.wgsl, "Vignette Shader"
+SHADER_COMPUTE_GEN_NOISE, NONE, shaders/compute/gen_noise.wgsl, "GPU Noise Compute Shader"
+SHADER_COMPUTE_GEN_PERLIN, NONE, shaders/compute/gen_perlin.wgsl, "GPU Perlin Noise Compute Shader"
+SHADER_COMPUTE_GEN_GRID, NONE, shaders/compute/gen_grid.wgsl, "GPU Grid Compute Shader"
+SHADER_COMPUTE_GEN_BLEND, NONE, shaders/compute/gen_blend.wgsl, "GPU Blend Composite Shader"
+SHADER_COMPUTE_GEN_MASK, NONE, shaders/compute/gen_mask.wgsl, "GPU Mask Composite Shader"
+CIRCLE_MASK_COMPUTE_SHADER, NONE, shaders/circle_mask_compute.wgsl, "Circle mask compute shader"
+CIRCLE_MASK_RENDER_SHADER, NONE, shaders/circle_mask_render.wgsl, "Circle mask render shader"
+MASKED_CUBE_SHADER, NONE, shaders/masked_cube.wgsl, "Masked cube shader"
diff --git a/workspaces/test/assets/music/BASS_GUITAR_FEEL.spec b/workspaces/test/assets/music/BASS_GUITAR_FEEL.spec
new file mode 100644
index 0000000..54f49a6
--- /dev/null
+++ b/workspaces/test/assets/music/BASS_GUITAR_FEEL.spec
Binary files differ
diff --git a/workspaces/test/assets/music/BASS_SYNTH_1.spec b/workspaces/test/assets/music/BASS_SYNTH_1.spec
new file mode 100644
index 0000000..33bc0a0
--- /dev/null
+++ b/workspaces/test/assets/music/BASS_SYNTH_1.spec
Binary files differ
diff --git a/workspaces/test/assets/music/CRASH_DMX.spec b/workspaces/test/assets/music/CRASH_DMX.spec
new file mode 100644
index 0000000..45ee52d
--- /dev/null
+++ b/workspaces/test/assets/music/CRASH_DMX.spec
Binary files differ
diff --git a/workspaces/test/assets/music/HIHAT_CLOSED_DMX.spec b/workspaces/test/assets/music/HIHAT_CLOSED_DMX.spec
new file mode 100644
index 0000000..8fce1d2
--- /dev/null
+++ b/workspaces/test/assets/music/HIHAT_CLOSED_DMX.spec
Binary files differ
diff --git a/workspaces/test/assets/music/HIHAT_CLOSED_DUFF.spec b/workspaces/test/assets/music/HIHAT_CLOSED_DUFF.spec
new file mode 100644
index 0000000..f738271
--- /dev/null
+++ b/workspaces/test/assets/music/HIHAT_CLOSED_DUFF.spec
Binary files differ
diff --git a/workspaces/test/assets/music/HIHAT_CLOSED_ER_1.spec b/workspaces/test/assets/music/HIHAT_CLOSED_ER_1.spec
new file mode 100644
index 0000000..bb03f5e
--- /dev/null
+++ b/workspaces/test/assets/music/HIHAT_CLOSED_ER_1.spec
Binary files differ
diff --git a/workspaces/test/assets/music/KICK_606.spec b/workspaces/test/assets/music/KICK_606.spec
new file mode 100644
index 0000000..10af84a
--- /dev/null
+++ b/workspaces/test/assets/music/KICK_606.spec
Binary files differ
diff --git a/workspaces/test/assets/music/KICK_90S_2.spec b/workspaces/test/assets/music/KICK_90S_2.spec
new file mode 100644
index 0000000..126409e
--- /dev/null
+++ b/workspaces/test/assets/music/KICK_90S_2.spec
Binary files differ
diff --git a/workspaces/test/assets/music/RIDE_CUP_1.spec b/workspaces/test/assets/music/RIDE_CUP_1.spec
new file mode 100644
index 0000000..78867c1
--- /dev/null
+++ b/workspaces/test/assets/music/RIDE_CUP_1.spec
Binary files differ
diff --git a/workspaces/test/assets/music/SNARE_808.spec b/workspaces/test/assets/music/SNARE_808.spec
new file mode 100644
index 0000000..2923c3c
--- /dev/null
+++ b/workspaces/test/assets/music/SNARE_808.spec
Binary files differ
diff --git a/workspaces/test/assets/music/SNARE_909_TUNE_8.spec b/workspaces/test/assets/music/SNARE_909_TUNE_8.spec
new file mode 100644
index 0000000..4693c05
--- /dev/null
+++ b/workspaces/test/assets/music/SNARE_909_TUNE_8.spec
Binary files differ
diff --git a/workspaces/test/assets/music/SNARE_BLUE_ROOM.spec b/workspaces/test/assets/music/SNARE_BLUE_ROOM.spec
new file mode 100644
index 0000000..b24baa7
--- /dev/null
+++ b/workspaces/test/assets/music/SNARE_BLUE_ROOM.spec
Binary files differ
diff --git a/workspaces/test/assets/music/SPLASH_GROUNDED.spec b/workspaces/test/assets/music/SPLASH_GROUNDED.spec
new file mode 100644
index 0000000..a919be4
--- /dev/null
+++ b/workspaces/test/assets/music/SPLASH_GROUNDED.spec
Binary files differ
diff --git a/workspaces/test/assets/music/SYNTH_BASS_DISTORT.spec b/workspaces/test/assets/music/SYNTH_BASS_DISTORT.spec
new file mode 100644
index 0000000..33bc0a0
--- /dev/null
+++ b/workspaces/test/assets/music/SYNTH_BASS_DISTORT.spec
Binary files differ
diff --git a/workspaces/test/music.track b/workspaces/test/music.track
new file mode 100644
index 0000000..6ae5c67
--- /dev/null
+++ b/workspaces/test/music.track
@@ -0,0 +1,36 @@
+# Minimal drum beat for audio/visual sync testing
+# Pattern: kick-snare-kick-snare, crash every 4th bar
+# Includes NOTE_A4 (440 Hz) at start of each bar for testing
+#
+# TIMING: Unit-less (1 unit = 4 beats at 120 BPM = 2 seconds)
+# Pattern events use unit-less time (0.0-1.0 for 4-beat pattern)
+# Score triggers use unit-less time
+
+SAMPLE ASSET_KICK_1
+SAMPLE ASSET_SNARE_1
+SAMPLE ASSET_CRASH_1
+
+PATTERN drums_basic LENGTH 1.0
+ 0.00, ASSET_KICK_1, 1.0, 0.0
+ 0.00, NOTE_A4, 0.5, 0.0
+ 0.25, ASSET_SNARE_1, 0.9, 0.0
+ 0.50, ASSET_KICK_1, 1.0, 0.0
+ 0.75, ASSET_SNARE_1, 0.9, 0.0
+
+PATTERN drums_with_crash LENGTH 1.0
+ 0.00, ASSET_KICK_1, 1.0, 0.0
+ 0.00, ASSET_CRASH_1, 0.85, 0.0
+ 0.00, NOTE_A4, 0.5, 0.0
+ 0.25, ASSET_SNARE_1, 0.9, 0.0
+ 0.50, ASSET_KICK_1, 1.0, 0.0
+ 0.75, ASSET_SNARE_1, 0.9, 0.0
+
+SCORE
+ 0.0, drums_basic
+ 1.0, drums_basic
+ 2.0, drums_with_crash
+ 3.0, drums_basic
+ 4.0, drums_basic
+ 5.0, drums_basic
+ 6.0, drums_with_crash
+ 7.0, drums_basic
diff --git a/workspaces/test/shaders/chroma_aberration.wgsl b/workspaces/test/shaders/chroma_aberration.wgsl
new file mode 100644
index 0000000..6c942b7
--- /dev/null
+++ b/workspaces/test/shaders/chroma_aberration.wgsl
@@ -0,0 +1,35 @@
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+#include "common_uniforms"
+struct ChromaAberrationParams {
+ offset_scale: f32,
+ angle: f32,
+};
+
+@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
+@group(0) @binding(3) var<uniform> params: ChromaAberrationParams;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = p.xy / uniforms.resolution;
+
+ // Compute offset magnitude and direction
+ let offset_mag = params.offset_scale * uniforms.audio_intensity;
+ let offset_dir = vec2<f32>(cos(params.angle), sin(params.angle));
+ let offset = offset_mag * offset_dir;
+
+ // Sample RGB channels with chromatic aberration
+ let r = textureSample(txt, smplr, uv + offset).r;
+ let g = textureSample(txt, smplr, uv).g;
+ let b = textureSample(txt, smplr, uv - offset).b;
+ return vec4<f32>(r, g, b, 1.0);
+}
diff --git a/workspaces/test/shaders/circle_mask_compute.wgsl b/workspaces/test/shaders/circle_mask_compute.wgsl
new file mode 100644
index 0000000..484d3dd
--- /dev/null
+++ b/workspaces/test/shaders/circle_mask_compute.wgsl
@@ -0,0 +1,35 @@
+// Circle mask compute shader
+// Generates a circular mask (1.0 inside, 0.0 outside)
+
+#include "common_uniforms"
+struct CircleMaskParams {
+ radius: f32,
+ _pad0: f32,
+ _pad1: f32,
+ _pad2: f32,
+};
+
+@group(0) @binding(0) var<uniform> uniforms: CommonUniforms;
+@group(0) @binding(1) var<uniform> params: CircleMaskParams;
+
+struct VSOutput {
+ @builtin(position) position: vec4<f32>,
+};
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> VSOutput {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1), vec2<f32>(3, -1), vec2<f32>(-1, 3));
+ return VSOutput(vec4<f32>(pos[i], 0.0, 1.0));
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = p.xy / uniforms.resolution;
+ let center = vec2<f32>(0.5, 0.5);
+ let aspect_corrected_uv = (uv - center) * vec2<f32>(uniforms.aspect_ratio, 1.0);
+ let dist = length(aspect_corrected_uv);
+
+ let edge_width = 0.01;
+ let mask = smoothstep(params.radius + edge_width, params.radius - edge_width, dist);
+
+ return vec4<f32>(mask, mask, mask, 1.0);
+}
diff --git a/workspaces/test/shaders/circle_mask_render.wgsl b/workspaces/test/shaders/circle_mask_render.wgsl
new file mode 100644
index 0000000..cfa002e
--- /dev/null
+++ b/workspaces/test/shaders/circle_mask_render.wgsl
@@ -0,0 +1,30 @@
+// Circle mask render shader
+// Samples mask and draws green outside the circle
+
+@group(0) @binding(0) var mask_tex: texture_2d<f32>;
+@group(0) @binding(1) var mask_sampler: sampler;
+
+#include "common_uniforms"
+
+@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
+
+struct VSOutput {
+ @builtin(position) position: vec4<f32>,
+};
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> VSOutput {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1), vec2<f32>(3, -1), vec2<f32>(-1, 3));
+ return VSOutput(vec4<f32>(pos[i], 0.0, 1.0));
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = p.xy / uniforms.resolution;
+ let mask_value = textureSample(mask_tex, mask_sampler, uv).r;
+
+ if (mask_value > 0.5) {
+ discard;
+ }
+
+ return vec4<f32>(0.0, 1.0, 0.0, 1.0);
+}
diff --git a/workspaces/test/shaders/common_uniforms.wgsl b/workspaces/test/shaders/common_uniforms.wgsl
new file mode 100644
index 0000000..ce1be53
--- /dev/null
+++ b/workspaces/test/shaders/common_uniforms.wgsl
@@ -0,0 +1,25 @@
+struct CommonUniforms {
+ resolution: vec2<f32>,
+ _pad0: f32,
+ _pad1: f32,
+ aspect_ratio: f32,
+ time: f32,
+ beat: f32,
+ audio_intensity: f32,
+};
+struct GlobalUniforms {
+ view_proj: mat4x4<f32>,
+ inv_view_proj: mat4x4<f32>,
+ camera_pos_time: vec4<f32>,
+ params: vec4<f32>,
+ resolution: vec2<f32>,
+};
+struct ObjectData {
+ model: mat4x4<f32>,
+ inv_model: mat4x4<f32>,
+ color: vec4<f32>,
+ params: vec4<f32>,
+};
+struct ObjectsBuffer {
+ objects: array<ObjectData>,
+}; \ No newline at end of file
diff --git a/workspaces/test/shaders/compute/gen_blend.wgsl b/workspaces/test/shaders/compute/gen_blend.wgsl
new file mode 100644
index 0000000..9fc9e1e
--- /dev/null
+++ b/workspaces/test/shaders/compute/gen_blend.wgsl
@@ -0,0 +1,29 @@
+// 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 = vec2<f32>(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/workspaces/test/shaders/compute/gen_grid.wgsl b/workspaces/test/shaders/compute/gen_grid.wgsl
new file mode 100644
index 0000000..cc5e189
--- /dev/null
+++ b/workspaces/test/shaders/compute/gen_grid.wgsl
@@ -0,0 +1,24 @@
+// 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, vec4<f32>(val, val, val, 1.0));
+}
diff --git a/workspaces/test/shaders/compute/gen_mask.wgsl b/workspaces/test/shaders/compute/gen_mask.wgsl
new file mode 100644
index 0000000..1ce9f52
--- /dev/null
+++ b/workspaces/test/shaders/compute/gen_mask.wgsl
@@ -0,0 +1,27 @@
+// 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 = vec2<f32>(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/workspaces/test/shaders/compute/gen_noise.wgsl b/workspaces/test/shaders/compute/gen_noise.wgsl
new file mode 100644
index 0000000..5c0babd
--- /dev/null
+++ b/workspaces/test/shaders/compute/gen_noise.wgsl
@@ -0,0 +1,26 @@
+// 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 = vec2<f32>(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, vec4<f32>(noise, noise, noise, 1.0));
+}
diff --git a/workspaces/test/shaders/compute/gen_perlin.wgsl b/workspaces/test/shaders/compute/gen_perlin.wgsl
new file mode 100644
index 0000000..73816d6
--- /dev/null
+++ b/workspaces/test/shaders/compute/gen_perlin.wgsl
@@ -0,0 +1,44 @@
+// 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 = vec2<f32>(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, vec4<f32>(clamped, clamped, clamped, 1.0));
+}
diff --git a/workspaces/test/shaders/distort.wgsl b/workspaces/test/shaders/distort.wgsl
new file mode 100644
index 0000000..5d35129
--- /dev/null
+++ b/workspaces/test/shaders/distort.wgsl
@@ -0,0 +1,27 @@
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+#include "common_uniforms"
+
+struct DistortParams {
+ strength: f32,
+ speed: f32,
+};
+
+@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
+@group(0) @binding(3) var<uniform> params: DistortParams;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = p.xy / uniforms.resolution;
+ let dist = params.strength * uniforms.audio_intensity * sin(uv.y * 20.0 + uniforms.time * params.speed * 5.0);
+ return textureSample(txt, smplr, uv + vec2<f32>(dist, 0.0));
+}
diff --git a/workspaces/test/shaders/ellipse.wgsl b/workspaces/test/shaders/ellipse.wgsl
new file mode 100644
index 0000000..05dfcfc
--- /dev/null
+++ b/workspaces/test/shaders/ellipse.wgsl
@@ -0,0 +1,51 @@
+#include "common_uniforms"
+
+@group(0) @binding(0) var<uniform> uniforms: CommonUniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1.0, -1.0),
+ vec2<f32>(3.0, -1.0),
+ vec2<f32>(-1.0, 3.0)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+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));
+ let d = sdEllipse((uv * vec2<f32>(uniforms.aspect_ratio, 1.0)) - movement, vec2<f32>(0.5, 0.3) * (1.0 + uniforms.beat * 0.2));
+ return mix(vec4<f32>(0.2, 0.8, 0.4, 1.0), vec4<f32>(0.0), smoothstep(0.0, 0.01, d));
+}
diff --git a/workspaces/test/shaders/gaussian_blur.wgsl b/workspaces/test/shaders/gaussian_blur.wgsl
new file mode 100644
index 0000000..02156f7
--- /dev/null
+++ b/workspaces/test/shaders/gaussian_blur.wgsl
@@ -0,0 +1,36 @@
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+#include "common_uniforms"
+struct GaussianBlurParams {
+ strength: f32,
+ _pad: f32,
+};
+
+@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
+@group(0) @binding(3) var<uniform> params: GaussianBlurParams;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = p.xy / uniforms.resolution;
+ var res = vec4<f32>(0.0);
+
+ // Parameterized strength + dramatic beat pulsation
+ let pulse = 0.5 + uniforms.audio_intensity * 2.0; // Pulsate between 0.5x and 2.5x with beat
+ let size = params.strength * pulse;
+
+ for (var x: f32 = -2.0; x <= 2.0; x += 1.0) {
+ for (var y: f32 = -2.0; y <= 2.0; y += 1.0) {
+ res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * size / uniforms.resolution.x);
+ }
+ }
+ return res / 25.0;
+}
diff --git a/workspaces/test/shaders/lighting.wgsl b/workspaces/test/shaders/lighting.wgsl
new file mode 100644
index 0000000..ac2142b
--- /dev/null
+++ b/workspaces/test/shaders/lighting.wgsl
@@ -0,0 +1,24 @@
+fn get_normal_basic(p: vec3<f32>, obj_params: vec4<f32>) -> vec3<f32> {
+ let obj_type = obj_params.x;
+ if (obj_type == 1.0) { return normalize(p); }
+ let e = vec2<f32>(0.001, 0.0);
+ return normalize(vec3<f32>(
+ 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: vec3<f32>, rd: vec3<f32>, 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/workspaces/test/shaders/main_shader.wgsl b/workspaces/test/shaders/main_shader.wgsl
new file mode 100644
index 0000000..ab0278c
--- /dev/null
+++ b/workspaces/test/shaders/main_shader.wgsl
@@ -0,0 +1,25 @@
+#include "common_uniforms"
+
+@group(0) @binding(0) var<uniform> uniforms: CommonUniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ let PI = 3.14159265;
+ let num_sides = 7.0;
+ let scale = 0.5 + 0.3 * uniforms.audio_intensity;
+ let tri_idx = f32(i / 3u);
+ let sub_idx = i % 3u;
+ if (sub_idx == 0u) {
+ return vec4<f32>(0.0, 0.0, 0.0, 1.0);
+ }
+ let angle = (tri_idx + f32(sub_idx - 1u)) * 2.0 * PI / num_sides + uniforms.time * 0.5;
+ return vec4<f32>(scale * cos(angle) / uniforms.aspect_ratio, scale * sin(angle), 0.0, 1.0);
+}
+
+@fragment fn fs_main() -> @location(0) vec4<f32> {
+ let h = uniforms.time * 2.0 + uniforms.audio_intensity * 3.0;
+ let r = sin(h) * 0.5 + 0.5;
+ let g = sin(h + 2.0) * 0.9 + 0.3;
+ let b = sin(h + 4.0) * 0.5 + 0.5;
+ let boost = uniforms.audio_intensity * 0.5;
+ return vec4<f32>(r + boost, g + boost, b + boost, 1.0);
+}
diff --git a/workspaces/test/shaders/masked_cube.wgsl b/workspaces/test/shaders/masked_cube.wgsl
new file mode 100644
index 0000000..5e673a3
--- /dev/null
+++ b/workspaces/test/shaders/masked_cube.wgsl
@@ -0,0 +1,159 @@
+// Masked cube shader - based on renderer_3d.wgsl with mask sampling
+#include "common_uniforms"
+#include "math/common_utils"
+#include "math/sdf_utils"
+
+@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
+@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
+@group(0) @binding(3) var noise_tex: texture_2d<f32>;
+@group(0) @binding(4) var noise_sampler: sampler;
+
+@group(1) @binding(0) var mask_tex: texture_2d<f32>;
+@group(1) @binding(1) var mask_sampler: sampler;
+
+struct VertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) local_pos: vec3<f32>,
+ @location(1) color: vec4<f32>,
+ @location(2) @interpolate(flat) instance_index: u32,
+ @location(3) world_pos: vec3<f32>,
+ @location(4) transformed_normal: vec3<f32>,
+};
+
+@vertex
+fn vs_main(@builtin(vertex_index) vertex_index: u32,
+ @builtin(instance_index) instance_index: u32) -> VertexOutput {
+ var pos = array<vec3<f32>, 36>(
+ vec3(-1.0, -1.0, 1.0), vec3( 1.0, -1.0, 1.0), vec3( 1.0, 1.0, 1.0),
+ vec3(-1.0, -1.0, 1.0), vec3( 1.0, 1.0, 1.0), vec3(-1.0, 1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3(-1.0, 1.0, -1.0), vec3( 1.0, 1.0, -1.0),
+ vec3(-1.0, -1.0, -1.0), vec3( 1.0, 1.0, -1.0), vec3( 1.0, -1.0, -1.0),
+ vec3(-1.0, 1.0, -1.0), vec3(-1.0, 1.0, 1.0), vec3( 1.0, 1.0, 1.0),
+ vec3(-1.0, 1.0, -1.0), vec3( 1.0, 1.0, 1.0), vec3( 1.0, 1.0, -1.0),
+ vec3(-1.0, -1.0, -1.0), vec3( 1.0, -1.0, -1.0), vec3( 1.0, -1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3( 1.0, -1.0, 1.0), vec3(-1.0, -1.0, 1.0),
+ vec3( 1.0, -1.0, -1.0), vec3( 1.0, 1.0, -1.0), vec3( 1.0, 1.0, 1.0),
+ vec3( 1.0, -1.0, -1.0), vec3( 1.0, 1.0, 1.0), vec3( 1.0, -1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3(-1.0, -1.0, 1.0), vec3(-1.0, 1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3(-1.0, 1.0, 1.0), vec3(-1.0, 1.0, -1.0)
+ );
+
+ var p = pos[vertex_index];
+ let obj = object_data.objects[instance_index];
+ let world_pos = obj.model * vec4<f32>(p, 1.0);
+ let clip_pos = globals.view_proj * world_pos;
+
+ var out: VertexOutput;
+ out.position = clip_pos;
+ out.local_pos = p;
+ out.color = obj.color;
+ out.instance_index = instance_index;
+ out.world_pos = world_pos.xyz;
+ out.transformed_normal = normalize(vec3<f32>(0.0, 1.0, 0.0));
+
+ return out;
+}
+
+#include "render/scene_query_mode"
+#include "render/shadows"
+#include "render/lighting_utils"
+#include "ray_box"
+
+struct FragmentOutput {
+ @location(0) color: vec4<f32>,
+ @builtin(frag_depth) depth: f32,
+};
+
+@fragment
+fn fs_main(in: VertexOutput) -> FragmentOutput {
+ let screen_uv = in.position.xy / globals.resolution;
+ let mask_value = textureSample(mask_tex, mask_sampler, screen_uv).r;
+
+ if (mask_value < 0.5) {
+ discard;
+ }
+
+ let obj = object_data.objects[in.instance_index];
+ let obj_type = obj.params.x;
+
+ var p: vec3<f32>;
+ var normal: vec3<f32>;
+ var base_color = in.color.rgb;
+ let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0));
+
+ let ray_origin = globals.camera_pos_time.xyz;
+ let ray_dir = normalize(in.world_pos - ray_origin);
+ let inv_model = obj.inv_model;
+
+ let local_origin = (inv_model * vec4<f32>(ray_origin, 1.0)).xyz;
+ let local_dir = normalize((inv_model * vec4<f32>(ray_dir, 0.0)).xyz);
+
+ let bounds = ray_box_intersection(local_origin, local_dir, vec3<f32>(1.0));
+ if (!bounds.hit) {
+ discard;
+ }
+
+ let t_start = bounds.t_entry;
+ let t_end = bounds.t_exit;
+
+ var t_march = t_start;
+ let max_steps = 128;
+ var hit = false;
+ var local_p = vec3<f32>(0.0);
+
+ for (var step = 0; step < max_steps; step++) {
+ local_p = local_origin + t_march * local_dir;
+ let d = sdBox(local_p, vec3<f32>(1.0));
+
+ if (d < 0.001) {
+ hit = true;
+ break;
+ }
+
+ t_march += max(d * 0.5, 0.001);
+ if (t_march > t_end) {
+ break;
+ }
+ }
+
+ if (!hit) {
+ discard;
+ }
+
+ p = local_p;
+ let eps = 0.001;
+ normal = normalize(vec3<f32>(
+ sdBox(p + vec3<f32>(eps, 0.0, 0.0), vec3<f32>(1.0)) -
+ sdBox(p - vec3<f32>(eps, 0.0, 0.0), vec3<f32>(1.0)),
+ sdBox(p + vec3<f32>(0.0, eps, 0.0), vec3<f32>(1.0)) -
+ sdBox(p - vec3<f32>(0.0, eps, 0.0), vec3<f32>(1.0)),
+ sdBox(p + vec3<f32>(0.0, 0.0, eps), vec3<f32>(1.0)) -
+ sdBox(p - vec3<f32>(0.0, 0.0, eps), vec3<f32>(1.0))
+ ));
+
+ let world_p = (obj.model * vec4<f32>(p, 1.0)).xyz;
+ let world_normal = normalize((obj.model * vec4<f32>(normal, 0.0)).xyz);
+
+ let bump_strength = 0.3;
+ let bump_scale = 4.0;
+ let noise_uv = world_p.xy * bump_scale;
+ let noise_val = textureSample(noise_tex, noise_sampler, noise_uv).r;
+ let bump_offset = (noise_val - 0.5) * bump_strength;
+
+ let bumped_normal = normalize(world_normal + vec3<f32>(bump_offset));
+
+ let diffuse = max(dot(bumped_normal, light_dir), 0.0);
+ let ambient = 0.3;
+ let lighting = ambient + diffuse * 0.7;
+
+ let final_color = base_color * lighting;
+
+ let clip_p = globals.view_proj * vec4<f32>(world_p, 1.0);
+ let depth = clip_p.z / clip_p.w;
+
+ var out: FragmentOutput;
+ out.color = vec4<f32>(final_color, 1.0);
+ out.depth = depth;
+
+ return out;
+}
diff --git a/workspaces/test/shaders/math/common_utils.wgsl b/workspaces/test/shaders/math/common_utils.wgsl
new file mode 100644
index 0000000..7131216
--- /dev/null
+++ b/workspaces/test/shaders/math/common_utils.wgsl
@@ -0,0 +1,36 @@
+// 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: mat4x4<f32>, normal_local: vec3<f32>) -> vec3<f32> {
+ let normal_matrix = mat3x3<f32>(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: vec3<f32>) -> vec2<f32> {
+ let u = atan2(p.x, p.z) / TAU + 0.5;
+ let v = acos(clamp(p.y / length(p), -1.0, 1.0)) / PI;
+ return vec2<f32>(u, v);
+}
+
+// Spherical UV from direction vector (for skybox, etc.)
+fn spherical_uv_from_dir(dir: vec3<f32>) -> vec2<f32> {
+ let u = atan2(dir.z, dir.x) / TAU + 0.5;
+ let v = asin(clamp(dir.y, -1.0, 1.0)) / PI + 0.5;
+ return vec2<f32>(u, v);
+}
+
+// Grid pattern for procedural texturing (checkerboard-like)
+fn grid_pattern(uv: vec2<f32>) -> 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.
diff --git a/workspaces/test/shaders/math/noise.wgsl b/workspaces/test/shaders/math/noise.wgsl
new file mode 100644
index 0000000..9f99e4a
--- /dev/null
+++ b/workspaces/test/shaders/math/noise.wgsl
@@ -0,0 +1,147 @@
+// 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: vec2<f32> -> f32
+// 2D coordinate to single hash value
+fn hash_2f(p: vec2<f32>) -> f32 {
+ var h = dot(p, vec2<f32>(127.1, 311.7));
+ return fract(sin(h) * 43758.5453123);
+}
+
+// Hash: vec2<f32> -> vec2<f32>
+// 2D coordinate to 2D hash (from Shadertoy 4djSRW)
+fn hash_2f_2f(p: vec2<f32>) -> vec2<f32> {
+ var p3 = fract(vec3<f32>(p.x, p.y, p.x) * vec3<f32>(0.1021, 0.1013, 0.0977));
+ p3 += dot(p3, p3.yzx + 33.33);
+ return fract((p3.xx + p3.yz) * p3.zy);
+}
+
+// Hash: vec3<f32> -> f32
+// 3D coordinate to single hash value
+fn hash_3f(p: vec3<f32>) -> f32 {
+ var h = dot(p, vec3<f32>(127.1, 311.7, 74.7));
+ return fract(sin(h) * 43758.5453123);
+}
+
+// Hash: vec3<f32> -> vec3<f32>
+// 3D coordinate to 3D hash
+fn hash_3f_3f(p: vec3<f32>) -> vec3<f32> {
+ 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 -> vec2<f32>
+fn hash_1u_2f(p: u32) -> vec2<f32> {
+ return vec2<f32>(hash_1u(p), hash_1u(p + 1423u));
+}
+
+// Hash: u32 -> vec3<f32>
+fn hash_1u_3f(p: u32) -> vec3<f32> {
+ return vec3<f32>(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: vec2<f32>) -> f32 {
+ let i = floor(p);
+ let f = fract(p);
+ let u = f * f * (3.0 - 2.0 * f);
+ let n0 = hash_2f(i + vec2<f32>(0.0, 0.0));
+ let n1 = hash_2f(i + vec2<f32>(1.0, 0.0));
+ let n2 = hash_2f(i + vec2<f32>(0.0, 1.0));
+ let n3 = hash_2f(i + vec2<f32>(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: vec3<f32>) -> f32 {
+ let i = floor(p);
+ let f = fract(p);
+ let u = f * f * (3.0 - 2.0 * f);
+ let n000 = hash_3f(i + vec3<f32>(0.0, 0.0, 0.0));
+ let n100 = hash_3f(i + vec3<f32>(1.0, 0.0, 0.0));
+ let n010 = hash_3f(i + vec3<f32>(0.0, 1.0, 0.0));
+ let n110 = hash_3f(i + vec3<f32>(1.0, 1.0, 0.0));
+ let n001 = hash_3f(i + vec3<f32>(0.0, 0.0, 1.0));
+ let n101 = hash_3f(i + vec3<f32>(1.0, 0.0, 1.0));
+ let n011 = hash_3f(i + vec3<f32>(0.0, 1.0, 1.0));
+ let n111 = hash_3f(i + vec3<f32>(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: vec3<f32>) -> 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: vec2<f32>, 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: vec3<f32>, 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/workspaces/test/shaders/math/sdf_shapes.wgsl b/workspaces/test/shaders/math/sdf_shapes.wgsl
new file mode 100644
index 0000000..31bbe2d
--- /dev/null
+++ b/workspaces/test/shaders/math/sdf_shapes.wgsl
@@ -0,0 +1,14 @@
+fn sdSphere(p: vec3<f32>, r: f32) -> f32 {
+ return length(p) - r;
+}
+fn sdBox(p: vec3<f32>, b: vec3<f32>) -> f32 {
+ let q = abs(p) - b;
+ return length(max(q, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
+}
+fn sdTorus(p: vec3<f32>, t: vec2<f32>) -> f32 {
+ let q = vec2<f32>(length(p.xz) - t.x, p.y);
+ return length(q) - t.y;
+}
+fn sdPlane(p: vec3<f32>, n: vec3<f32>, h: f32) -> f32 {
+ return dot(p, n) + h;
+}
diff --git a/workspaces/test/shaders/math/sdf_utils.wgsl b/workspaces/test/shaders/math/sdf_utils.wgsl
new file mode 100644
index 0000000..660a4ce
--- /dev/null
+++ b/workspaces/test/shaders/math/sdf_utils.wgsl
@@ -0,0 +1,115 @@
+fn get_normal_basic(p: vec3<f32>, obj_params: vec4<f32>) -> vec3<f32> {
+ let obj_type = obj_params.x;
+ if (obj_type == 1.0) { return normalize(p); }
+ let e = vec2<f32>(0.001, 0.0);
+ return normalize(vec3<f32>(
+ 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: vec3<f32>, obj_params: vec4<f32>) -> vec3<f32> {
+ let obj_type = obj_params.x;
+ if (obj_type == 1.0) { return normalize(p); }
+ let eps = 0.0001;
+ let k = vec2<f32>(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: vec3<f32>,
+ obj_params: vec4<f32>,
+ noise_tex: texture_2d<f32>,
+ noise_sampler: sampler,
+ disp_strength: f32
+) -> vec3<f32> {
+ let e = vec2<f32>(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(vec3<f32>(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: vec3<f32>,
+ obj_params: vec4<f32>,
+ noise_tex: texture_2d<f32>,
+ noise_sampler: sampler,
+ disp_strength: f32
+) -> vec3<f32> {
+ let eps = 0.0005;
+ let k = vec2<f32>(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: vec3<f32>, min_p: vec3<f32>, max_p: vec3<f32>) -> 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, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
+}
diff --git a/workspaces/test/shaders/mesh_render.wgsl b/workspaces/test/shaders/mesh_render.wgsl
new file mode 100644
index 0000000..7390b06
--- /dev/null
+++ b/workspaces/test/shaders/mesh_render.wgsl
@@ -0,0 +1,58 @@
+#include "common_uniforms"
+#include "math/common_utils"
+
+@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
+@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
+
+// Binding 2 is reserved for BVH (not used here but matches layout for simplicity)
+
+@group(0) @binding(3) var noise_tex: texture_2d<f32>;
+@group(0) @binding(4) var noise_sampler: sampler;
+@group(0) @binding(5) var sky_tex: texture_2d<f32>;
+
+struct VertexInput {
+ @location(0) position: vec3<f32>,
+ @location(1) normal: vec3<f32>,
+ @location(2) uv: vec2<f32>,
+};
+
+struct VertexOutput {
+ @builtin(position) clip_pos: vec4<f32>,
+ @location(0) world_pos: vec3<f32>,
+ @location(1) normal: vec3<f32>,
+ @location(2) uv: vec2<f32>,
+ @location(3) color: vec4<f32>,
+ @location(4) @interpolate(flat) instance_index: u32,
+};
+
+@vertex
+fn vs_main(in: VertexInput, @builtin(instance_index) instance_index: u32) -> VertexOutput {
+ let obj = object_data.objects[instance_index];
+ let world_pos = obj.model * vec4<f32>(in.position, 1.0);
+
+ var out: VertexOutput;
+ out.clip_pos = globals.view_proj * world_pos;
+ out.world_pos = world_pos.xyz;
+
+ // Transform normal from local to world space
+ out.normal = transform_normal(obj.inv_model, in.normal);
+
+ out.uv = in.uv;
+ out.color = obj.color;
+ out.instance_index = instance_index;
+ return out;
+}
+
+#include "render/scene_query_mode"
+#include "render/shadows"
+#include "render/lighting_utils"
+
+@fragment
+fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
+ let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0));
+
+ let shadow = calc_shadow(in.world_pos, light_dir, 0.05, 20.0, in.instance_index);
+ let lit_color = calculate_lighting(in.color.rgb, in.normal, in.world_pos, shadow);
+
+ return vec4<f32>(lit_color, in.color.a);
+} \ No newline at end of file
diff --git a/workspaces/test/shaders/particle_compute.wgsl b/workspaces/test/shaders/particle_compute.wgsl
new file mode 100644
index 0000000..ae513c8
--- /dev/null
+++ b/workspaces/test/shaders/particle_compute.wgsl
@@ -0,0 +1,30 @@
+struct Particle {
+ pos: vec4<f32>,
+ vel: vec4<f32>,
+ rot: vec4<f32>,
+ color: vec4<f32>,
+};
+
+#include "common_uniforms"
+
+@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
+@group(0) @binding(1) var<uniform> uniforms: CommonUniforms;
+
+@compute @workgroup_size(64)
+fn main(@builtin(global_invocation_id) id: vec3<u32>) {
+ let i = id.x;
+ if (i >= arrayLength(&particles)) {
+ return;
+ }
+ var p = particles[i];
+ let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
+ p.pos = vec4<f32>(new_pos, p.pos.w);
+ p.vel.y = p.vel.y - 0.01 * (1.0 + uniforms.audio_intensity * 5.0);
+ p.rot.x = p.rot.x + p.rot.y * 0.016;
+ if (p.pos.y < -1.5) {
+ p.pos.y = 1.5;
+ p.pos.x = (f32(i % 100u) / 50.0) - 1.0 + (uniforms.audio_intensity * 0.5);
+ p.vel.y = 0.0;
+ }
+ particles[i] = p;
+}
diff --git a/workspaces/test/shaders/particle_render.wgsl b/workspaces/test/shaders/particle_render.wgsl
new file mode 100644
index 0000000..6a2b636
--- /dev/null
+++ b/workspaces/test/shaders/particle_render.wgsl
@@ -0,0 +1,52 @@
+struct Particle {
+ pos: vec4<f32>,
+ vel: vec4<f32>,
+ rot: vec4<f32>,
+ color: vec4<f32>,
+};
+
+#include "common_uniforms"
+
+@group(0) @binding(0) var<storage, read> particles: array<Particle>;
+@group(0) @binding(1) var<uniform> uniforms: CommonUniforms;
+
+struct VSOut {
+ @builtin(position) pos: vec4<f32>,
+ @location(0) color: vec4<f32>,
+ @location(1) uv: vec2<f32>,
+};
+
+@vertex fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut {
+ let p = particles[ii];
+ let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_intensity * 0.02;
+ var offsets = array<vec2<f32>, 6>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(1, -1),
+ vec2<f32>(-1, 1),
+ vec2<f32>(-1, 1),
+ vec2<f32>(1, -1),
+ vec2<f32>(1, 1)
+ );
+ let offset = offsets[vi];
+ let c = cos(p.rot.x);
+ let s = sin(p.rot.x);
+ let rotated_offset = vec2<f32>(offset.x * c - offset.y * s, offset.x * s + offset.y * c);
+ let pos = vec2<f32>(p.pos.x + rotated_offset.x * size / uniforms.aspect_ratio, p.pos.y + rotated_offset.y * size);
+
+ // Fade based on lifetime (p.pos.w goes from 1.0 to 0.0)
+ let lifetime_fade = p.pos.w;
+ let color_with_fade = vec4<f32>(p.color.rgb * (0.5 + 0.5 * uniforms.audio_intensity), p.color.a * lifetime_fade);
+
+ return VSOut(vec4<f32>(pos, 0.0, 1.0), color_with_fade, offset);
+}
+
+@fragment fn fs_main(@location(0) color: vec4<f32>, @location(1) uv: vec2<f32>) -> @location(0) vec4<f32> {
+ // Calculate distance from center for circular shape
+ let dist = length(uv);
+
+ // Smooth circular falloff (1.0 at center, 0.0 at edge)
+ let circle_alpha = smoothstep(1.0, 0.5, dist);
+
+ // Apply circular fade to alpha channel
+ return vec4<f32>(color.rgb, color.a * circle_alpha);
+}
diff --git a/workspaces/test/shaders/particle_spray_compute.wgsl b/workspaces/test/shaders/particle_spray_compute.wgsl
new file mode 100644
index 0000000..a4041f2
--- /dev/null
+++ b/workspaces/test/shaders/particle_spray_compute.wgsl
@@ -0,0 +1,35 @@
+struct Particle {
+ pos: vec4<f32>,
+ vel: vec4<f32>,
+ rot: vec4<f32>,
+ color: vec4<f32>,
+};
+
+#include "common_uniforms"
+
+@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
+@group(0) @binding(1) var<uniform> uniforms: CommonUniforms;
+
+fn hash(p: f32) -> f32 {
+ return fract(sin(p) * 43758.5453);
+}
+
+@compute @workgroup_size(64)
+fn main(@builtin(global_invocation_id) id: vec3<u32>) {
+ let i = id.x;
+ if (i >= arrayLength(&particles)) {
+ return;
+ }
+ var p = particles[i];
+ if (p.pos.w <= 0.0) {
+ let r = hash(f32(i) + uniforms.time);
+ let angle = r * 6.28318;
+ p.pos = vec4<f32>(0.0, 0.0, 0.0, 1.0);
+ p.vel = vec4<f32>(cos(angle), sin(angle), 0.0, 0.0) * (0.5 + hash(r) * 0.5) * (1.0 + uniforms.audio_intensity * 2.0);
+ p.color = vec4<f32>(hash(r + 0.1), hash(r + 0.2), 1.0, 1.0);
+ }
+ let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
+ p.pos = vec4<f32>(new_pos, p.pos.w - 0.01 * (1.0 + uniforms.beat));
+ p.vel.y = p.vel.y - 0.01;
+ particles[i] = p;
+}
diff --git a/workspaces/test/shaders/passthrough.wgsl b/workspaces/test/shaders/passthrough.wgsl
new file mode 100644
index 0000000..266e231
--- /dev/null
+++ b/workspaces/test/shaders/passthrough.wgsl
@@ -0,0 +1,18 @@
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+#include "common_uniforms"
+@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ return textureSample(txt, smplr, p.xy / uniforms.resolution);
+}
diff --git a/workspaces/test/shaders/ray_box.wgsl b/workspaces/test/shaders/ray_box.wgsl
new file mode 100644
index 0000000..d56ea1b
--- /dev/null
+++ b/workspaces/test/shaders/ray_box.wgsl
@@ -0,0 +1,16 @@
+struct RayBounds {
+ t_entry: f32,
+ t_exit: f32,
+ hit: bool,
+};
+
+fn ray_box_intersection(ro: vec3<f32>, rd: vec3<f32>, extent: vec3<f32>) -> 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/workspaces/test/shaders/ray_triangle.wgsl b/workspaces/test/shaders/ray_triangle.wgsl
new file mode 100644
index 0000000..13341c8
--- /dev/null
+++ b/workspaces/test/shaders/ray_triangle.wgsl
@@ -0,0 +1,30 @@
+// 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: vec2<f32>,
+ z: f32,
+ N: vec3<f32>,
+ hit: bool,
+};
+
+fn ray_triangle_intersection(
+ orig: vec3<f32>,
+ dir: vec3<f32>,
+ p0: vec3<f32>,
+ p1: vec3<f32>,
+ p2: vec3<f32>
+) -> 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 = vec2<f32>(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/workspaces/test/shaders/render/lighting_utils.wgsl b/workspaces/test/shaders/render/lighting_utils.wgsl
new file mode 100644
index 0000000..d2fd2e2
--- /dev/null
+++ b/workspaces/test/shaders/render/lighting_utils.wgsl
@@ -0,0 +1,6 @@
+fn calculate_lighting(color: vec3<f32>, normal: vec3<f32>, pos: vec3<f32>, shadow: f32) -> vec3<f32> {
+ let light_dir = normalize(vec3<f32>(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/workspaces/test/shaders/render/scene_query_bvh.wgsl b/workspaces/test/shaders/render/scene_query_bvh.wgsl
new file mode 100644
index 0000000..3e6f895
--- /dev/null
+++ b/workspaces/test/shaders/render/scene_query_bvh.wgsl
@@ -0,0 +1,67 @@
+#include "math/sdf_shapes"
+#include "math/sdf_utils"
+
+struct BVHNode {
+ min: vec3<f32>,
+ left_idx: i32,
+ max: vec3<f32>,
+ obj_idx_or_right: i32,
+};
+
+@group(0) @binding(2) var<storage, read> bvh_nodes: array<BVHNode>;
+
+fn get_dist(p: vec3<f32>, obj_params: vec4<f32>) -> 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, vec3<f32>(1.0)); } // Unit Box
+ if (obj_type == 3.0) { return sdTorus(p, vec2<f32>(1.0, 0.4)); } // Unit Torus
+ if (obj_type == 4.0) { return sdPlane(p, vec3<f32>(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: vec3<f32>, 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 * vec4<f32>(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/workspaces/test/shaders/render/scene_query_linear.wgsl b/workspaces/test/shaders/render/scene_query_linear.wgsl
new file mode 100644
index 0000000..0497a40
--- /dev/null
+++ b/workspaces/test/shaders/render/scene_query_linear.wgsl
@@ -0,0 +1,56 @@
+#include "math/sdf_shapes"
+#include "math/sdf_utils"
+
+fn get_dist(p: vec3<f32>, obj_params: vec4<f32>) -> 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, vec3<f32>(1.0)); } // Unit Box
+ if (obj_type == 3.0) { return sdTorus(p, vec2<f32>(1.0, 0.4)); } // Unit Torus
+ if (obj_type == 4.0) { return sdPlane(p, vec3<f32>(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: vec3<f32>, 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 * vec4<f32>(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/workspaces/test/shaders/render/shadows.wgsl b/workspaces/test/shaders/render/shadows.wgsl
new file mode 100644
index 0000000..7cba089
--- /dev/null
+++ b/workspaces/test/shaders/render/shadows.wgsl
@@ -0,0 +1,13 @@
+fn calc_shadow(ro: vec3<f32>, rd: vec3<f32>, 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/workspaces/test/shaders/renderer_3d.wgsl b/workspaces/test/shaders/renderer_3d.wgsl
new file mode 100644
index 0000000..d3b0bae
--- /dev/null
+++ b/workspaces/test/shaders/renderer_3d.wgsl
@@ -0,0 +1,167 @@
+#include "common_uniforms"
+#include "math/common_utils"
+#include "math/sdf_utils"
+
+@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
+@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
+
+// Binding 2 is reserved for BVH buffer when enabled
+
+@group(0) @binding(3) var noise_tex: texture_2d<f32>;
+@group(0) @binding(4) var noise_sampler: sampler;
+@group(0) @binding(5) var sky_tex: texture_2d<f32>;
+
+struct VertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) local_pos: vec3<f32>,
+ @location(1) color: vec4<f32>,
+ @location(2) @interpolate(flat) instance_index: u32,
+ @location(3) world_pos: vec3<f32>,
+ @location(4) transformed_normal: vec3<f32>,
+};
+
+@vertex
+fn vs_main(@builtin(vertex_index) vertex_index: u32,
+ @builtin(instance_index) instance_index: u32) -> VertexOutput {
+
+ var pos = array<vec3<f32>, 36>(
+ vec3(-1.0, -1.0, 1.0), vec3( 1.0, -1.0, 1.0), vec3( 1.0, 1.0, 1.0),
+ vec3(-1.0, -1.0, 1.0), vec3( 1.0, 1.0, 1.0), vec3(-1.0, 1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3(-1.0, 1.0, -1.0), vec3( 1.0, 1.0, -1.0),
+ vec3(-1.0, -1.0, -1.0), vec3( 1.0, 1.0, -1.0), vec3( 1.0, -1.0, -1.0),
+ vec3(-1.0, 1.0, -1.0), vec3(-1.0, 1.0, 1.0), vec3( 1.0, 1.0, 1.0),
+ vec3(-1.0, 1.0, -1.0), vec3( 1.0, 1.0, 1.0), vec3( 1.0, 1.0, -1.0),
+ vec3(-1.0, -1.0, -1.0), vec3( 1.0, -1.0, -1.0), vec3( 1.0, -1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3( 1.0, -1.0, 1.0), vec3(-1.0, -1.0, 1.0),
+ vec3( 1.0, -1.0, -1.0), vec3( 1.0, 1.0, -1.0), vec3( 1.0, 1.0, 1.0),
+ vec3( 1.0, -1.0, -1.0), vec3( 1.0, 1.0, 1.0), vec3( 1.0, -1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3(-1.0, -1.0, 1.0), vec3(-1.0, 1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3(-1.0, 1.0, 1.0), vec3(-1.0, 1.0, -1.0)
+ );
+
+ var p = pos[vertex_index];
+ let obj = object_data.objects[instance_index];
+ let obj_type = obj.params.x;
+
+ if (obj_type == 5.0) { // MESH
+ // For meshes, we use the actual vertex data, not proxy geometry.
+ // The position here is a placeholder, the real mesh data is handled by mesh_pipeline_.
+ var out: VertexOutput;
+ out.position = vec4<f32>(0.0, 0.0, 2.0, 1.0); // Outside far plane, so it's not rendered by this pipeline.
+ return out;
+ }
+
+ // Tight fit for Torus proxy hull (major radius 1.0, minor 0.4)
+ if (obj_type == 3.0) {
+ p.x = p.x * 1.5;
+ p.z = p.z * 1.5;
+ p.y = p.y * 0.5;
+ }
+
+ let world_pos = obj.model * vec4<f32>(p, 1.0);
+ let clip_pos = globals.view_proj * world_pos;
+
+ var out: VertexOutput;
+ out.position = clip_pos;
+ out.local_pos = p;
+ out.color = obj.color;
+ out.instance_index = instance_index;
+ out.world_pos = world_pos.xyz;
+
+ // For SDF primitives, we don't use vertex normals - they are computed analytically in the fragment shader.
+ // This field is only used by the mesh pipeline (mesh_render.wgsl), not this SDF pipeline.
+ out.transformed_normal = normalize(vec3<f32>(0.0, 1.0, 0.0)); // Placeholder
+
+ return out;
+}
+
+#include "render/scene_query_mode"
+#include "render/shadows"
+#include "render/lighting_utils"
+#include "ray_box"
+
+struct FragmentOutput {
+ @location(0) color: vec4<f32>,
+ @builtin(frag_depth) depth: f32,
+};
+
+@fragment
+fn fs_main(in: VertexOutput) -> FragmentOutput {
+ let obj = object_data.objects[in.instance_index];
+ let obj_type = obj.params.x;
+
+ var p: vec3<f32>;
+ var normal: vec3<f32>;
+ var base_color = in.color.rgb;
+ let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0));
+
+ if (obj_type <= 0.0) { // Raster path (legacy or generic)
+ p = in.world_pos;
+ // Use the transformed normal passed from the vertex shader for rasterized objects
+ normal = normalize(in.transformed_normal);
+
+ // Apply grid pattern to floor
+ let uv = p.xz * 0.5;
+ let grid_val = grid_pattern(uv);
+ base_color = base_color * (0.5 + 0.5 * grid_val);
+ } else { // SDF path
+ let ro_world = globals.camera_pos_time.xyz;
+ let rd_world = normalize(in.world_pos - ro_world);
+
+ // Ray-Box Intersection in local space to find tight bounds
+ let ro_local = (obj.inv_model * vec4<f32>(ro_world, 1.0)).xyz;
+ let rd_local = normalize((obj.inv_model * vec4<f32>(rd_world, 0.0)).xyz);
+
+ // Proxy box extent (matches vs_main)
+ // MESHES use obj.params.yzw for extent
+ var extent = vec3<f32>(1.0);
+ if (obj.params.x == 3.0) { extent = vec3<f32>(1.5, 0.5, 1.5); } // Torus
+ else if (obj.params.x == 5.0) { extent = obj.params.yzw; } // MESH extent
+
+ let bounds = ray_box_intersection(ro_local, rd_local, extent);
+
+ if (!bounds.hit) { discard; }
+
+ var t = bounds.t_entry;
+ var hit = false;
+ for (var i = 0; i < 64; i = i + 1) {
+ let q = ro_local + rd_local * t;
+ let d_local = get_dist(q, obj.params);
+ if (d_local < 0.0005) { hit = true; break; }
+ t = t + d_local;
+ if (t > bounds.t_exit) { break; }
+ }
+ if (!hit) { discard; }
+
+ let q_hit = ro_local + rd_local * t;
+ p = (obj.model * vec4<f32>(q_hit, 1.0)).xyz; // Correct world position
+
+ // Calculate normal with bump mapping (using utility function)
+ let disp_strength = 0.05;
+ let n_local = get_normal_bump(q_hit, obj.params, noise_tex, noise_sampler, disp_strength);
+ normal = transform_normal(obj.inv_model, n_local);
+
+ // Apply texture to SDF color
+ if (in.instance_index == 0u || obj_type == 4.0) { // Floor (index 0) or PLANE
+ let uv_grid = p.xz * 0.5;
+ let grid_val = grid_pattern(uv_grid);
+ base_color = base_color * (0.5 + 0.5 * grid_val);
+ } else {
+ let uv_hit = spherical_uv(q_hit);
+ let tex_val = textureSample(noise_tex, noise_sampler, uv_hit).r;
+ base_color = base_color * (0.7 + 0.3 * tex_val);
+ }
+ }
+
+ let shadow = calc_shadow(p, light_dir, 0.05, 20.0, in.instance_index);
+ let lit_color = calculate_lighting(base_color, normal, p, shadow);
+
+ var out: FragmentOutput;
+ out.color = vec4<f32>(lit_color, 1.0);
+
+ // Calculate and write correct depth
+ let clip_pos = globals.view_proj * vec4<f32>(p, 1.0);
+ out.depth = clip_pos.z / clip_pos.w;
+
+ return out;
+} \ No newline at end of file
diff --git a/workspaces/test/shaders/sdf_primitives.wgsl b/workspaces/test/shaders/sdf_primitives.wgsl
new file mode 100644
index 0000000..31bbe2d
--- /dev/null
+++ b/workspaces/test/shaders/sdf_primitives.wgsl
@@ -0,0 +1,14 @@
+fn sdSphere(p: vec3<f32>, r: f32) -> f32 {
+ return length(p) - r;
+}
+fn sdBox(p: vec3<f32>, b: vec3<f32>) -> f32 {
+ let q = abs(p) - b;
+ return length(max(q, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
+}
+fn sdTorus(p: vec3<f32>, t: vec2<f32>) -> f32 {
+ let q = vec2<f32>(length(p.xz) - t.x, p.y);
+ return length(q) - t.y;
+}
+fn sdPlane(p: vec3<f32>, n: vec3<f32>, h: f32) -> f32 {
+ return dot(p, n) + h;
+}
diff --git a/workspaces/test/shaders/skybox.wgsl b/workspaces/test/shaders/skybox.wgsl
new file mode 100644
index 0000000..31bea3b
--- /dev/null
+++ b/workspaces/test/shaders/skybox.wgsl
@@ -0,0 +1,42 @@
+#include "common_uniforms"
+#include "math/common_utils"
+
+@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;
+
+struct VertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) uv: vec2<f32>,
+};
+
+@vertex
+fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1.0, -1.0),
+ vec2<f32>( 3.0, -1.0),
+ vec2<f32>(-1.0, 3.0)
+ );
+
+ var out: VertexOutput;
+ out.position = vec4<f32>(pos[vertex_index], 0.0, 1.0);
+ out.uv = vec2<f32>(pos[vertex_index].x * 0.5 + 0.5, 1.0 - (pos[vertex_index].y * 0.5 + 0.5));
+ return out;
+}
+
+@fragment
+fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
+ // 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 = vec4<f32>(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
diff --git a/workspaces/test/shaders/solarize.wgsl b/workspaces/test/shaders/solarize.wgsl
new file mode 100644
index 0000000..de15dfc
--- /dev/null
+++ b/workspaces/test/shaders/solarize.wgsl
@@ -0,0 +1,53 @@
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+#include "common_uniforms"
+
+@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = p.xy / uniforms.resolution;
+ var col = textureSample(txt, smplr, uv);
+
+ // Patterns are 2 seconds long (120 BPM, 4 beats)
+ let pattern_num = u32(uniforms.time / 2.0);
+ let is_even_pattern = (pattern_num % 2u) == 0u;
+
+ // Reduced threshold range for subtler effect
+ let thr = 0.4 + 0.15 * sin(uniforms.time);
+ let solarize_strength = 0.4; // Reduced from 1.0 for less saturation
+
+ if (is_even_pattern) {
+ // Even patterns: Subtle red-orange tint
+ if (col.r < thr) {
+ col.r = mix(col.r, 1.0 - col.r, solarize_strength);
+ }
+ if (col.g < thr) {
+ col.g = mix(col.g, 1.0 - col.g * 0.7, solarize_strength * 0.7);
+ }
+ if (col.b < thr) {
+ col.b = mix(col.b, col.b * 0.5, solarize_strength);
+ }
+ } else {
+ // Odd patterns: Subtle blue-cyan tint
+ if (col.r < thr) {
+ col.r = mix(col.r, col.r * 0.6, solarize_strength);
+ }
+ if (col.g < thr) {
+ col.g = mix(col.g, 1.0 - col.g * 0.8, solarize_strength * 0.8);
+ }
+ if (col.b < thr) {
+ col.b = mix(col.b, 1.0 - col.b, solarize_strength);
+ }
+ }
+ return col;
+}
diff --git a/workspaces/test/shaders/test_snippet_a.wgsl b/workspaces/test/shaders/test_snippet_a.wgsl
new file mode 100644
index 0000000..732973d
--- /dev/null
+++ b/workspaces/test/shaders/test_snippet_a.wgsl
@@ -0,0 +1,4 @@
+// test_snippet_a.wgsl
+fn snippet_a() -> f32 {
+ return 1.0;
+}
diff --git a/workspaces/test/shaders/test_snippet_b.wgsl b/workspaces/test/shaders/test_snippet_b.wgsl
new file mode 100644
index 0000000..071346e
--- /dev/null
+++ b/workspaces/test/shaders/test_snippet_b.wgsl
@@ -0,0 +1,4 @@
+// test_snippet_b.wgsl
+fn snippet_b() -> f32 {
+ return 2.0;
+}
diff --git a/workspaces/test/shaders/vignette.wgsl b/workspaces/test/shaders/vignette.wgsl
new file mode 100644
index 0000000..b129883
--- /dev/null
+++ b/workspaces/test/shaders/vignette.wgsl
@@ -0,0 +1,32 @@
+@group(0) @binding(0) var input_sampler: sampler;
+@group(0) @binding(1) var input_tex: texture_2d<f32>;
+#include "common_uniforms"
+
+struct VignetteParams {
+ radius: f32,
+ softness: f32,
+};
+
+@group(0) @binding(2) var<uniform> common_uniforms: CommonUniforms;
+@group(0) @binding(3) var<uniform> params: VignetteParams;
+
+@vertex
+fn vs_main(@builtin(vertex_index) vertex_idx: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1.0, -1.0),
+ vec2<f32>(3.0, -1.0),
+ vec2<f32>(-1.0, 3.0)
+ );
+ return vec4<f32>(pos[vertex_idx], 0.0, 1.0);
+}
+
+@fragment
+fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = pos.xy / common_uniforms.resolution;
+ let color = textureSample(input_tex, input_sampler, uv);
+
+ let d = distance(uv, vec2<f32>(0.5, 0.5));
+ let vignette = smoothstep(params.radius, params.radius - params.softness, d);
+
+ return vec4<f32>(color.rgb * mix(1.0, vignette, common_uniforms.audio_intensity), color.a);
+} \ No newline at end of file
diff --git a/workspaces/test/shaders/visual_debug.wgsl b/workspaces/test/shaders/visual_debug.wgsl
new file mode 100644
index 0000000..63e1f13
--- /dev/null
+++ b/workspaces/test/shaders/visual_debug.wgsl
@@ -0,0 +1,31 @@
+struct GlobalUniforms {
+ view_proj: mat4x4<f32>,
+ inv_view_proj: mat4x4<f32>,
+ camera_pos_time: vec4<f32>,
+ params: vec4<f32>,
+ resolution: vec2<f32>,
+};
+@group(0) @binding(0) var<uniform> uniforms : GlobalUniforms;
+
+struct VertexInput {
+ @location(0) position : vec3<f32>,
+ @location(1) color : vec3<f32>,
+}
+
+struct VertexOutput {
+ @builtin(position) position : vec4<f32>,
+ @location(0) color : vec3<f32>,
+}
+
+@vertex
+fn vs_main(in : VertexInput) -> VertexOutput {
+ var out : VertexOutput;
+ out.position = uniforms.view_proj * vec4<f32>(in.position, 1.0);
+ out.color = in.color;
+ return out;
+}
+
+@fragment
+fn fs_main(in : VertexOutput) -> @location(0) vec4<f32> {
+ return vec4<f32>(in.color, 1.0);
+}
diff --git a/workspaces/test/timeline.seq b/workspaces/test/timeline.seq
new file mode 100644
index 0000000..6dc26ca
--- /dev/null
+++ b/workspaces/test/timeline.seq
@@ -0,0 +1,7 @@
+# Minimal timeline for audio/visual sync testing
+# BPM 120 (set in test_demo.track)
+
+SEQUENCE 0.0 0 "Main Loop"
+ EFFECT + FlashEffect 0.0 16.0
+
+END_DEMO 32b
diff --git a/workspaces/test/workspace.cfg b/workspaces/test/workspace.cfg
new file mode 100644
index 0000000..af822c5
--- /dev/null
+++ b/workspaces/test/workspace.cfg
@@ -0,0 +1,18 @@
+[workspace]
+name = "Test Demo"
+description = "Test and validation demo"
+version = "1.0"
+
+[build]
+target = "test_demo"
+timeline = "timeline.seq"
+music = "music.track"
+assets = "assets.txt"
+asset_dirs = ["assets/", "../common/"]
+shader_dirs = ["shaders/", "../common/shaders/"]
+
+[options]
+width = 1280
+height = 720
+duration = -1
+bpm = 120