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Replaces all instances of `vec<f32>` with the more concise `vec*f` alias (e.g., `vec3f`) across all `.wgsl` shaders. This improves readability and aligns with common graphics programming conventions.
Also adds a new coding style rule to `doc/CODING_STYLE.md` to enforce this standard going forward.
Finally, this commit fixes a build error in `test_effect_base.cc` by replacing a call to the non-existent `wgpuDeviceTick` with `wgpuDevicePoll`, which resolves the test failure.
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Add RayMarchResult struct and functions for deferred SDF rendering:
- rayMarchWithID() tracks object ID and distance_max
- reconstructPosition(), normalWithID(), shadowWithStoredDistance()
- Pass 1: store geometry data, Pass 2: reuse for shading
Add WGSL style rule: prefer return values over pointers for small structs (≤16 bytes).
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Extracted common WGSL functions into separate files in `common/shaders/` to improve reusability and maintainability.
- Created `common/shaders/render/fullscreen_vs.wgsl` for a reusable fullscreen vertex shader.
- Created `common/shaders/math/color.wgsl` for color conversion and tone mapping functions.
- Created `common/shaders/math/utils.wgsl` for general math utilities.
- Created `common/shaders/render/raymarching.wgsl` for SDF raymarching logic.
- Updated multiple shaders to use these new common snippets via `#include`.
- Fixed the shader asset validation test to correctly handle shaders that include the common vertex shader.
This refactoring makes the shader code more modular and easier to manage.
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