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-rw-r--r--workspaces/main/assets.txt40
-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/lighting.wgsl24
-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/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/sdf_primitives.wgsl14
-rw-r--r--workspaces/main/shaders/skybox.wgsl42
-rw-r--r--workspaces/test/assets.txt40
-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/lighting.wgsl24
-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/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/sdf_primitives.wgsl14
-rw-r--r--workspaces/test/shaders/skybox.wgsl42
42 files changed, 40 insertions, 1586 deletions
diff --git a/workspaces/main/assets.txt b/workspaces/main/assets.txt
index e575b41..72a469b 100644
--- a/workspaces/main/assets.txt
+++ b/workspaces/main/assets.txt
@@ -24,15 +24,15 @@ NOISE_TEX, PROC(gen_noise, 1234, 16), _, "Procedural noise texture for bump mapp
# --- WGSL Shaders & Snippets ---
SHADER_RENDERER_3D, NONE, shaders/renderer_3d.wgsl, "Hybrid 3D Renderer Shader"
-SHADER_COMMON_UNIFORMS, NONE, 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_COMMON_UNIFORMS, NONE, ../../common/shaders/common_uniforms.wgsl, "Common Uniforms Snippet"
+SHADER_SDF_PRIMITIVES, NONE, ../../common/shaders/sdf_primitives.wgsl, "SDF Primitives Snippet"
+SHADER_LIGHTING, NONE, ../../common/shaders/lighting.wgsl, "Lighting Snippet"
+SHADER_RAY_BOX, NONE, ../../common/shaders/ray_box.wgsl, "Ray-Box Intersection Snippet"
+SHADER_RAY_TRIANGLE, NONE, ../../common/shaders/ray_triangle.wgsl, "Ray-Triangle Intersection Snippet (Möller-Trumbore)"
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_PASSTHROUGH, NONE, ../../common/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"
@@ -50,24 +50,24 @@ 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_SKYBOX, NONE, ../../common/shaders/skybox.wgsl, "Skybox background shader"
+SHADER_MATH_SDF_SHAPES, NONE, ../../common/shaders/math/sdf_shapes.wgsl, "SDF Shapes Snippet"
+SHADER_MATH_SDF_UTILS, NONE, ../../common/shaders/math/sdf_utils.wgsl, "SDF Utils Snippet"
+SHADER_MATH_COMMON_UTILS, NONE, ../../common/shaders/math/common_utils.wgsl, "Common Math Utils"
+SHADER_MATH_NOISE, NONE, ../../common/shaders/math/noise.wgsl, "RNG and Noise Functions"
+SHADER_RENDER_SHADOWS, NONE, ../../common/shaders/render/shadows.wgsl, "Shadows Snippet"
+SHADER_RENDER_SCENE_QUERY_BVH, NONE, ../../common/shaders/render/scene_query_bvh.wgsl, "Scene Query Snippet (BVH)"
+SHADER_RENDER_SCENE_QUERY_LINEAR, NONE, ../../common/shaders/render/scene_query_linear.wgsl, "Scene Query Snippet (Linear)"
+SHADER_RENDER_LIGHTING_UTILS, NONE, ../../common/shaders/render/lighting_utils.wgsl, "Lighting Utils Snippet"
SHADER_MESH, NONE, shaders/mesh_render.wgsl, "Mesh Rasterization Shader"
MESH_CUBE, NONE, obj/test_mesh.obj, "A simple cube mesh"
DODECAHEDRON, NONE, obj/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"
+SHADER_COMPUTE_GEN_NOISE, NONE, ../../common/shaders/compute/gen_noise.wgsl, "GPU Noise Compute Shader"
+SHADER_COMPUTE_GEN_PERLIN, NONE, ../../common/shaders/compute/gen_perlin.wgsl, "GPU Perlin Noise Compute Shader"
+SHADER_COMPUTE_GEN_GRID, NONE, ../../common/shaders/compute/gen_grid.wgsl, "GPU Grid Compute Shader"
+SHADER_COMPUTE_GEN_BLEND, NONE, ../../common/shaders/compute/gen_blend.wgsl, "GPU Blend Composite Shader"
+SHADER_COMPUTE_GEN_MASK, NONE, ../../common/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/shaders/common_uniforms.wgsl b/workspaces/main/shaders/common_uniforms.wgsl
deleted file mode 100644
index 1ab8939..0000000
--- a/workspaces/main/shaders/common_uniforms.wgsl
+++ /dev/null
@@ -1,25 +0,0 @@
-struct CommonUniforms {
- resolution: vec2<f32>, // Screen dimensions
- aspect_ratio: f32, // Width/height ratio
- time: f32, // Physical time in seconds (unaffected by tempo)
- beat_time: f32, // Musical time in beats (absolute, tempo-scaled)
- beat_phase: f32, // Fractional beat (0.0-1.0 within current beat)
- audio_intensity: f32, // Audio peak for beat sync
- _pad: f32, // Padding
-};
-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
deleted file mode 100644
index 9fc9e1e..0000000
--- a/workspaces/main/shaders/compute/gen_blend.wgsl
+++ /dev/null
@@ -1,29 +0,0 @@
-// 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
deleted file mode 100644
index cc5e189..0000000
--- a/workspaces/main/shaders/compute/gen_grid.wgsl
+++ /dev/null
@@ -1,24 +0,0 @@
-// 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
deleted file mode 100644
index 1ce9f52..0000000
--- a/workspaces/main/shaders/compute/gen_mask.wgsl
+++ /dev/null
@@ -1,27 +0,0 @@
-// 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
deleted file mode 100644
index 5c0babd..0000000
--- a/workspaces/main/shaders/compute/gen_noise.wgsl
+++ /dev/null
@@ -1,26 +0,0 @@
-// 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
deleted file mode 100644
index 73816d6..0000000
--- a/workspaces/main/shaders/compute/gen_perlin.wgsl
+++ /dev/null
@@ -1,44 +0,0 @@
-// 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/lighting.wgsl b/workspaces/main/shaders/lighting.wgsl
deleted file mode 100644
index ac2142b..0000000
--- a/workspaces/main/shaders/lighting.wgsl
+++ /dev/null
@@ -1,24 +0,0 @@
-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/math/common_utils.wgsl b/workspaces/main/shaders/math/common_utils.wgsl
deleted file mode 100644
index 7131216..0000000
--- a/workspaces/main/shaders/math/common_utils.wgsl
+++ /dev/null
@@ -1,36 +0,0 @@
-// 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
deleted file mode 100644
index 9f99e4a..0000000
--- a/workspaces/main/shaders/math/noise.wgsl
+++ /dev/null
@@ -1,147 +0,0 @@
-// 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
deleted file mode 100644
index 31bbe2d..0000000
--- a/workspaces/main/shaders/math/sdf_shapes.wgsl
+++ /dev/null
@@ -1,14 +0,0 @@
-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
deleted file mode 100644
index 660a4ce..0000000
--- a/workspaces/main/shaders/math/sdf_utils.wgsl
+++ /dev/null
@@ -1,115 +0,0 @@
-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/passthrough.wgsl b/workspaces/main/shaders/passthrough.wgsl
deleted file mode 100644
index 266e231..0000000
--- a/workspaces/main/shaders/passthrough.wgsl
+++ /dev/null
@@ -1,18 +0,0 @@
-@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
deleted file mode 100644
index d56ea1b..0000000
--- a/workspaces/main/shaders/ray_box.wgsl
+++ /dev/null
@@ -1,16 +0,0 @@
-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
deleted file mode 100644
index 13341c8..0000000
--- a/workspaces/main/shaders/ray_triangle.wgsl
+++ /dev/null
@@ -1,30 +0,0 @@
-// 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
deleted file mode 100644
index d2fd2e2..0000000
--- a/workspaces/main/shaders/render/lighting_utils.wgsl
+++ /dev/null
@@ -1,6 +0,0 @@
-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
deleted file mode 100644
index 3e6f895..0000000
--- a/workspaces/main/shaders/render/scene_query_bvh.wgsl
+++ /dev/null
@@ -1,67 +0,0 @@
-#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
deleted file mode 100644
index 0497a40..0000000
--- a/workspaces/main/shaders/render/scene_query_linear.wgsl
+++ /dev/null
@@ -1,56 +0,0 @@
-#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
deleted file mode 100644
index 7cba089..0000000
--- a/workspaces/main/shaders/render/shadows.wgsl
+++ /dev/null
@@ -1,13 +0,0 @@
-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/sdf_primitives.wgsl b/workspaces/main/shaders/sdf_primitives.wgsl
deleted file mode 100644
index 31bbe2d..0000000
--- a/workspaces/main/shaders/sdf_primitives.wgsl
+++ /dev/null
@@ -1,14 +0,0 @@
-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
deleted file mode 100644
index 31bea3b..0000000
--- a/workspaces/main/shaders/skybox.wgsl
+++ /dev/null
@@ -1,42 +0,0 @@
-#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/assets.txt b/workspaces/test/assets.txt
index 48ff318..c9d077a 100644
--- a/workspaces/test/assets.txt
+++ b/workspaces/test/assets.txt
@@ -24,15 +24,15 @@ NOISE_TEX, PROC(gen_noise, 1234, 16), _, "Procedural noise texture for bump mapp
# --- WGSL Shaders & Snippets ---
SHADER_RENDERER_3D, NONE, shaders/renderer_3d.wgsl, "Hybrid 3D Renderer Shader"
-SHADER_COMMON_UNIFORMS, NONE, 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_COMMON_UNIFORMS, NONE, ../../common/shaders/common_uniforms.wgsl, "Common Uniforms Snippet"
+SHADER_SDF_PRIMITIVES, NONE, ../../common/shaders/sdf_primitives.wgsl, "SDF Primitives Snippet"
+SHADER_LIGHTING, NONE, ../../common/shaders/lighting.wgsl, "Lighting Snippet"
+SHADER_RAY_BOX, NONE, ../../common/shaders/ray_box.wgsl, "Ray-Box Intersection Snippet"
+SHADER_RAY_TRIANGLE, NONE, ../../common/shaders/ray_triangle.wgsl, "Ray-Triangle Intersection Snippet (Möller-Trumbore)"
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_PASSTHROUGH, NONE, ../../common/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"
@@ -40,24 +40,24 @@ 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_SKYBOX, NONE, ../../common/shaders/skybox.wgsl, "Skybox background shader"
+SHADER_MATH_SDF_SHAPES, NONE, ../../common/shaders/math/sdf_shapes.wgsl, "SDF Shapes Snippet"
+SHADER_MATH_SDF_UTILS, NONE, ../../common/shaders/math/sdf_utils.wgsl, "SDF Utils Snippet"
+SHADER_MATH_COMMON_UTILS, NONE, ../../common/shaders/math/common_utils.wgsl, "Common Math Utils"
+SHADER_MATH_NOISE, NONE, ../../common/shaders/math/noise.wgsl, "RNG and Noise Functions"
+SHADER_RENDER_SHADOWS, NONE, ../../common/shaders/render/shadows.wgsl, "Shadows Snippet"
+SHADER_RENDER_SCENE_QUERY_BVH, NONE, ../../common/shaders/render/scene_query_bvh.wgsl, "Scene Query Snippet (BVH)"
+SHADER_RENDER_SCENE_QUERY_LINEAR, NONE, ../../common/shaders/render/scene_query_linear.wgsl, "Scene Query Snippet (Linear)"
+SHADER_RENDER_LIGHTING_UTILS, NONE, ../../common/shaders/render/lighting_utils.wgsl, "Lighting Utils Snippet"
SHADER_MESH, NONE, shaders/mesh_render.wgsl, "Mesh Rasterization Shader"
MESH_CUBE, NONE, obj/test_mesh.obj, "A simple cube mesh"
DODECAHEDRON, NONE, obj/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"
+SHADER_COMPUTE_GEN_NOISE, NONE, ../../common/shaders/compute/gen_noise.wgsl, "GPU Noise Compute Shader"
+SHADER_COMPUTE_GEN_PERLIN, NONE, ../../common/shaders/compute/gen_perlin.wgsl, "GPU Perlin Noise Compute Shader"
+SHADER_COMPUTE_GEN_GRID, NONE, ../../common/shaders/compute/gen_grid.wgsl, "GPU Grid Compute Shader"
+SHADER_COMPUTE_GEN_BLEND, NONE, ../../common/shaders/compute/gen_blend.wgsl, "GPU Blend Composite Shader"
+SHADER_COMPUTE_GEN_MASK, NONE, ../../common/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/shaders/common_uniforms.wgsl b/workspaces/test/shaders/common_uniforms.wgsl
deleted file mode 100644
index 1ab8939..0000000
--- a/workspaces/test/shaders/common_uniforms.wgsl
+++ /dev/null
@@ -1,25 +0,0 @@
-struct CommonUniforms {
- resolution: vec2<f32>, // Screen dimensions
- aspect_ratio: f32, // Width/height ratio
- time: f32, // Physical time in seconds (unaffected by tempo)
- beat_time: f32, // Musical time in beats (absolute, tempo-scaled)
- beat_phase: f32, // Fractional beat (0.0-1.0 within current beat)
- audio_intensity: f32, // Audio peak for beat sync
- _pad: f32, // Padding
-};
-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
deleted file mode 100644
index 9fc9e1e..0000000
--- a/workspaces/test/shaders/compute/gen_blend.wgsl
+++ /dev/null
@@ -1,29 +0,0 @@
-// 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
deleted file mode 100644
index cc5e189..0000000
--- a/workspaces/test/shaders/compute/gen_grid.wgsl
+++ /dev/null
@@ -1,24 +0,0 @@
-// 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
deleted file mode 100644
index 1ce9f52..0000000
--- a/workspaces/test/shaders/compute/gen_mask.wgsl
+++ /dev/null
@@ -1,27 +0,0 @@
-// 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
deleted file mode 100644
index 5c0babd..0000000
--- a/workspaces/test/shaders/compute/gen_noise.wgsl
+++ /dev/null
@@ -1,26 +0,0 @@
-// 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
deleted file mode 100644
index 73816d6..0000000
--- a/workspaces/test/shaders/compute/gen_perlin.wgsl
+++ /dev/null
@@ -1,44 +0,0 @@
-// 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/lighting.wgsl b/workspaces/test/shaders/lighting.wgsl
deleted file mode 100644
index ac2142b..0000000
--- a/workspaces/test/shaders/lighting.wgsl
+++ /dev/null
@@ -1,24 +0,0 @@
-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/math/common_utils.wgsl b/workspaces/test/shaders/math/common_utils.wgsl
deleted file mode 100644
index 7131216..0000000
--- a/workspaces/test/shaders/math/common_utils.wgsl
+++ /dev/null
@@ -1,36 +0,0 @@
-// 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
deleted file mode 100644
index 9f99e4a..0000000
--- a/workspaces/test/shaders/math/noise.wgsl
+++ /dev/null
@@ -1,147 +0,0 @@
-// 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
deleted file mode 100644
index 31bbe2d..0000000
--- a/workspaces/test/shaders/math/sdf_shapes.wgsl
+++ /dev/null
@@ -1,14 +0,0 @@
-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
deleted file mode 100644
index 660a4ce..0000000
--- a/workspaces/test/shaders/math/sdf_utils.wgsl
+++ /dev/null
@@ -1,115 +0,0 @@
-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/passthrough.wgsl b/workspaces/test/shaders/passthrough.wgsl
deleted file mode 100644
index 266e231..0000000
--- a/workspaces/test/shaders/passthrough.wgsl
+++ /dev/null
@@ -1,18 +0,0 @@
-@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
deleted file mode 100644
index d56ea1b..0000000
--- a/workspaces/test/shaders/ray_box.wgsl
+++ /dev/null
@@ -1,16 +0,0 @@
-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
deleted file mode 100644
index 13341c8..0000000
--- a/workspaces/test/shaders/ray_triangle.wgsl
+++ /dev/null
@@ -1,30 +0,0 @@
-// 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
deleted file mode 100644
index d2fd2e2..0000000
--- a/workspaces/test/shaders/render/lighting_utils.wgsl
+++ /dev/null
@@ -1,6 +0,0 @@
-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
deleted file mode 100644
index 3e6f895..0000000
--- a/workspaces/test/shaders/render/scene_query_bvh.wgsl
+++ /dev/null
@@ -1,67 +0,0 @@
-#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
deleted file mode 100644
index 0497a40..0000000
--- a/workspaces/test/shaders/render/scene_query_linear.wgsl
+++ /dev/null
@@ -1,56 +0,0 @@
-#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
deleted file mode 100644
index 7cba089..0000000
--- a/workspaces/test/shaders/render/shadows.wgsl
+++ /dev/null
@@ -1,13 +0,0 @@
-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/sdf_primitives.wgsl b/workspaces/test/shaders/sdf_primitives.wgsl
deleted file mode 100644
index 31bbe2d..0000000
--- a/workspaces/test/shaders/sdf_primitives.wgsl
+++ /dev/null
@@ -1,14 +0,0 @@
-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
deleted file mode 100644
index 31bea3b..0000000
--- a/workspaces/test/shaders/skybox.wgsl
+++ /dev/null
@@ -1,42 +0,0 @@
-#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