From a109983c194c45ad85f0e481232bc605c7cfd85b Mon Sep 17 00:00:00 2001 From: skal Date: Fri, 13 Feb 2026 08:34:24 +0100 Subject: Remediation: Implement shared common/shaders/ directory Eliminates 36 duplicate shader files across workspaces. Structure: - common/shaders/{math,render,compute}/ - Shared utilities (20 files) - workspaces/*/shaders/ - Workspace-specific only Changes: - Created common/shaders/ with math, render, compute subdirectories - Moved 20 common shaders from workspaces to common/ - Removed duplicates from test workspace - Updated assets.txt: ../../common/shaders/ references - Enhanced asset_packer.cc: filesystem path normalization for ../ resolution Implementation: Option 1 from SHADER_REUSE_INVESTIGATION.md - Single source of truth for common code - Workspace references via relative paths - Path normalization in asset packer handoff(Claude): Common shader directory implemented --- common/shaders/common_uniforms.wgsl | 25 ++++ common/shaders/compute/gen_blend.wgsl | 29 ++++ common/shaders/compute/gen_grid.wgsl | 24 ++++ common/shaders/compute/gen_mask.wgsl | 27 ++++ common/shaders/compute/gen_noise.wgsl | 26 ++++ common/shaders/compute/gen_perlin.wgsl | 44 ++++++ common/shaders/lighting.wgsl | 24 ++++ common/shaders/math/common_utils.wgsl | 36 +++++ common/shaders/math/noise.wgsl | 147 +++++++++++++++++++++ common/shaders/math/sdf_shapes.wgsl | 14 ++ common/shaders/math/sdf_utils.wgsl | 115 ++++++++++++++++ common/shaders/passthrough.wgsl | 18 +++ common/shaders/ray_box.wgsl | 16 +++ common/shaders/ray_triangle.wgsl | 30 +++++ common/shaders/render/lighting_utils.wgsl | 6 + common/shaders/render/scene_query_bvh.wgsl | 67 ++++++++++ common/shaders/render/scene_query_linear.wgsl | 56 ++++++++ common/shaders/render/shadows.wgsl | 13 ++ common/shaders/sdf_primitives.wgsl | 14 ++ common/shaders/skybox.wgsl | 42 ++++++ tools/asset_packer.cc | 5 +- workspaces/main/assets.txt | 40 +++--- workspaces/main/shaders/common_uniforms.wgsl | 25 ---- workspaces/main/shaders/compute/gen_blend.wgsl | 29 ---- workspaces/main/shaders/compute/gen_grid.wgsl | 24 ---- workspaces/main/shaders/compute/gen_mask.wgsl | 27 ---- workspaces/main/shaders/compute/gen_noise.wgsl | 26 ---- workspaces/main/shaders/compute/gen_perlin.wgsl | 44 ------ workspaces/main/shaders/lighting.wgsl | 24 ---- workspaces/main/shaders/math/common_utils.wgsl | 36 ----- workspaces/main/shaders/math/noise.wgsl | 147 --------------------- workspaces/main/shaders/math/sdf_shapes.wgsl | 14 -- workspaces/main/shaders/math/sdf_utils.wgsl | 115 ---------------- workspaces/main/shaders/passthrough.wgsl | 18 --- workspaces/main/shaders/ray_box.wgsl | 16 --- workspaces/main/shaders/ray_triangle.wgsl | 30 ----- workspaces/main/shaders/render/lighting_utils.wgsl | 6 - .../main/shaders/render/scene_query_bvh.wgsl | 67 ---------- .../main/shaders/render/scene_query_linear.wgsl | 56 -------- workspaces/main/shaders/render/shadows.wgsl | 13 -- workspaces/main/shaders/sdf_primitives.wgsl | 14 -- workspaces/main/shaders/skybox.wgsl | 42 ------ workspaces/test/assets.txt | 40 +++--- workspaces/test/shaders/common_uniforms.wgsl | 25 ---- workspaces/test/shaders/compute/gen_blend.wgsl | 29 ---- workspaces/test/shaders/compute/gen_grid.wgsl | 24 ---- workspaces/test/shaders/compute/gen_mask.wgsl | 27 ---- workspaces/test/shaders/compute/gen_noise.wgsl | 26 ---- workspaces/test/shaders/compute/gen_perlin.wgsl | 44 ------ workspaces/test/shaders/lighting.wgsl | 24 ---- workspaces/test/shaders/math/common_utils.wgsl | 36 ----- workspaces/test/shaders/math/noise.wgsl | 147 --------------------- workspaces/test/shaders/math/sdf_shapes.wgsl | 14 -- workspaces/test/shaders/math/sdf_utils.wgsl | 115 ---------------- workspaces/test/shaders/passthrough.wgsl | 18 --- workspaces/test/shaders/ray_box.wgsl | 16 --- workspaces/test/shaders/ray_triangle.wgsl | 30 ----- workspaces/test/shaders/render/lighting_utils.wgsl | 6 - .../test/shaders/render/scene_query_bvh.wgsl | 67 ---------- .../test/shaders/render/scene_query_linear.wgsl | 56 -------- workspaces/test/shaders/render/shadows.wgsl | 13 -- workspaces/test/shaders/sdf_primitives.wgsl | 14 -- workspaces/test/shaders/skybox.wgsl | 42 ------ 63 files changed, 817 insertions(+), 1587 deletions(-) create mode 100644 common/shaders/common_uniforms.wgsl create mode 100644 common/shaders/compute/gen_blend.wgsl create mode 100644 common/shaders/compute/gen_grid.wgsl create mode 100644 common/shaders/compute/gen_mask.wgsl create mode 100644 common/shaders/compute/gen_noise.wgsl create mode 100644 common/shaders/compute/gen_perlin.wgsl create mode 100644 common/shaders/lighting.wgsl create mode 100644 common/shaders/math/common_utils.wgsl create mode 100644 common/shaders/math/noise.wgsl create mode 100644 common/shaders/math/sdf_shapes.wgsl create mode 100644 common/shaders/math/sdf_utils.wgsl create mode 100644 common/shaders/passthrough.wgsl create mode 100644 common/shaders/ray_box.wgsl create mode 100644 common/shaders/ray_triangle.wgsl create mode 100644 common/shaders/render/lighting_utils.wgsl create mode 100644 common/shaders/render/scene_query_bvh.wgsl create mode 100644 common/shaders/render/scene_query_linear.wgsl create mode 100644 common/shaders/render/shadows.wgsl create mode 100644 common/shaders/sdf_primitives.wgsl create mode 100644 common/shaders/skybox.wgsl delete mode 100644 workspaces/main/shaders/common_uniforms.wgsl delete mode 100644 workspaces/main/shaders/compute/gen_blend.wgsl delete mode 100644 workspaces/main/shaders/compute/gen_grid.wgsl delete mode 100644 workspaces/main/shaders/compute/gen_mask.wgsl delete mode 100644 workspaces/main/shaders/compute/gen_noise.wgsl delete mode 100644 workspaces/main/shaders/compute/gen_perlin.wgsl delete mode 100644 workspaces/main/shaders/lighting.wgsl delete mode 100644 workspaces/main/shaders/math/common_utils.wgsl delete mode 100644 workspaces/main/shaders/math/noise.wgsl delete mode 100644 workspaces/main/shaders/math/sdf_shapes.wgsl delete mode 100644 workspaces/main/shaders/math/sdf_utils.wgsl delete mode 100644 workspaces/main/shaders/passthrough.wgsl delete mode 100644 workspaces/main/shaders/ray_box.wgsl delete mode 100644 workspaces/main/shaders/ray_triangle.wgsl delete mode 100644 workspaces/main/shaders/render/lighting_utils.wgsl delete mode 100644 workspaces/main/shaders/render/scene_query_bvh.wgsl delete mode 100644 workspaces/main/shaders/render/scene_query_linear.wgsl delete mode 100644 workspaces/main/shaders/render/shadows.wgsl delete mode 100644 workspaces/main/shaders/sdf_primitives.wgsl delete mode 100644 workspaces/main/shaders/skybox.wgsl delete mode 100644 workspaces/test/shaders/common_uniforms.wgsl delete mode 100644 workspaces/test/shaders/compute/gen_blend.wgsl delete mode 100644 workspaces/test/shaders/compute/gen_grid.wgsl delete mode 100644 workspaces/test/shaders/compute/gen_mask.wgsl delete mode 100644 workspaces/test/shaders/compute/gen_noise.wgsl delete mode 100644 workspaces/test/shaders/compute/gen_perlin.wgsl delete mode 100644 workspaces/test/shaders/lighting.wgsl delete mode 100644 workspaces/test/shaders/math/common_utils.wgsl delete mode 100644 workspaces/test/shaders/math/noise.wgsl delete mode 100644 workspaces/test/shaders/math/sdf_shapes.wgsl delete mode 100644 workspaces/test/shaders/math/sdf_utils.wgsl delete mode 100644 workspaces/test/shaders/passthrough.wgsl delete mode 100644 workspaces/test/shaders/ray_box.wgsl delete mode 100644 workspaces/test/shaders/ray_triangle.wgsl delete mode 100644 workspaces/test/shaders/render/lighting_utils.wgsl delete mode 100644 workspaces/test/shaders/render/scene_query_bvh.wgsl delete mode 100644 workspaces/test/shaders/render/scene_query_linear.wgsl delete mode 100644 workspaces/test/shaders/render/shadows.wgsl delete mode 100644 workspaces/test/shaders/sdf_primitives.wgsl delete mode 100644 workspaces/test/shaders/skybox.wgsl diff --git a/common/shaders/common_uniforms.wgsl b/common/shaders/common_uniforms.wgsl new file mode 100644 index 0000000..1ab8939 --- /dev/null +++ b/common/shaders/common_uniforms.wgsl @@ -0,0 +1,25 @@ +struct CommonUniforms { + resolution: vec2, // 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, + inv_view_proj: mat4x4, + camera_pos_time: vec4, + params: vec4, + resolution: vec2, +}; +struct ObjectData { + model: mat4x4, + inv_model: mat4x4, + color: vec4, + params: vec4, +}; +struct ObjectsBuffer { + objects: array, +}; \ No newline at end of file diff --git a/common/shaders/compute/gen_blend.wgsl b/common/shaders/compute/gen_blend.wgsl new file mode 100644 index 0000000..9fc9e1e --- /dev/null +++ b/common/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; +@group(0) @binding(1) var params: BlendParams; +@group(0) @binding(2) var input_a: texture_2d; +@group(0) @binding(3) var input_b: texture_2d; +@group(0) @binding(4) var tex_sampler: sampler; + +@compute @workgroup_size(8, 8, 1) +fn main(@builtin(global_invocation_id) id: vec3) { + if (id.x >= params.width || id.y >= params.height) { return; } + + let uv = vec2(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/common/shaders/compute/gen_grid.wgsl b/common/shaders/compute/gen_grid.wgsl new file mode 100644 index 0000000..cc5e189 --- /dev/null +++ b/common/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; +@group(0) @binding(1) var params: GridParams; + +@compute @workgroup_size(8, 8, 1) +fn main(@builtin(global_invocation_id) id: vec3) { + 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(val, val, val, 1.0)); +} diff --git a/common/shaders/compute/gen_mask.wgsl b/common/shaders/compute/gen_mask.wgsl new file mode 100644 index 0000000..1ce9f52 --- /dev/null +++ b/common/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; +@group(0) @binding(1) var params: MaskParams; +@group(0) @binding(2) var input_a: texture_2d; +@group(0) @binding(3) var input_b: texture_2d; +@group(0) @binding(4) var tex_sampler: sampler; + +@compute @workgroup_size(8, 8, 1) +fn main(@builtin(global_invocation_id) id: vec3) { + if (id.x >= params.width || id.y >= params.height) { return; } + + let uv = vec2(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/common/shaders/compute/gen_noise.wgsl b/common/shaders/compute/gen_noise.wgsl new file mode 100644 index 0000000..5c0babd --- /dev/null +++ b/common/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; +@group(0) @binding(1) var params: NoiseParams; + +@compute @workgroup_size(8, 8, 1) +fn main(@builtin(global_invocation_id) id: vec3) { + if (id.x >= params.width || id.y >= params.height) { return; } + + let uv = vec2(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(noise, noise, noise, 1.0)); +} diff --git a/common/shaders/compute/gen_perlin.wgsl b/common/shaders/compute/gen_perlin.wgsl new file mode 100644 index 0000000..73816d6 --- /dev/null +++ b/common/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; +@group(0) @binding(1) var params: PerlinParams; + +@compute @workgroup_size(8, 8, 1) +fn main(@builtin(global_invocation_id) id: vec3) { + if (id.x >= params.width || id.y >= params.height) { return; } + + let uv = vec2(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(clamped, clamped, clamped, 1.0)); +} diff --git a/common/shaders/lighting.wgsl b/common/shaders/lighting.wgsl new file mode 100644 index 0000000..ac2142b --- /dev/null +++ b/common/shaders/lighting.wgsl @@ -0,0 +1,24 @@ +fn get_normal_basic(p: vec3, obj_params: vec4) -> vec3 { + let obj_type = obj_params.x; + if (obj_type == 1.0) { return normalize(p); } + let e = vec2(0.001, 0.0); + return normalize(vec3( + 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, rd: vec3, 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/common/shaders/math/common_utils.wgsl b/common/shaders/math/common_utils.wgsl new file mode 100644 index 0000000..7131216 --- /dev/null +++ b/common/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, normal_local: vec3) -> vec3 { + let normal_matrix = mat3x3(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) -> vec2 { + 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(u, v); +} + +// Spherical UV from direction vector (for skybox, etc.) +fn spherical_uv_from_dir(dir: vec3) -> vec2 { + 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(u, v); +} + +// Grid pattern for procedural texturing (checkerboard-like) +fn grid_pattern(uv: vec2) -> 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/common/shaders/math/noise.wgsl b/common/shaders/math/noise.wgsl new file mode 100644 index 0000000..9f99e4a --- /dev/null +++ b/common/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 +// 2D coordinate to single hash value +fn hash_2f(p: vec2) -> f32 { + var h = dot(p, vec2(127.1, 311.7)); + return fract(sin(h) * 43758.5453123); +} + +// Hash: vec2 -> vec2 +// 2D coordinate to 2D hash (from Shadertoy 4djSRW) +fn hash_2f_2f(p: vec2) -> vec2 { + var p3 = fract(vec3(p.x, p.y, p.x) * vec3(0.1021, 0.1013, 0.0977)); + p3 += dot(p3, p3.yzx + 33.33); + return fract((p3.xx + p3.yz) * p3.zy); +} + +// Hash: vec3 -> f32 +// 3D coordinate to single hash value +fn hash_3f(p: vec3) -> f32 { + var h = dot(p, vec3(127.1, 311.7, 74.7)); + return fract(sin(h) * 43758.5453123); +} + +// Hash: vec3 -> vec3 +// 3D coordinate to 3D hash +fn hash_3f_3f(p: vec3) -> vec3 { + 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((P >> 9u) | 0x3f800000u) - 1.0; +} + +// Hash: u32 -> vec2 +fn hash_1u_2f(p: u32) -> vec2 { + return vec2(hash_1u(p), hash_1u(p + 1423u)); +} + +// Hash: u32 -> vec3 +fn hash_1u_3f(p: u32) -> vec3 { + return vec3(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 { + let i = floor(p); + let f = fract(p); + let u = f * f * (3.0 - 2.0 * f); + let n0 = hash_2f(i + vec2(0.0, 0.0)); + let n1 = hash_2f(i + vec2(1.0, 0.0)); + let n2 = hash_2f(i + vec2(0.0, 1.0)); + let n3 = hash_2f(i + vec2(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 { + let i = floor(p); + let f = fract(p); + let u = f * f * (3.0 - 2.0 * f); + let n000 = hash_3f(i + vec3(0.0, 0.0, 0.0)); + let n100 = hash_3f(i + vec3(1.0, 0.0, 0.0)); + let n010 = hash_3f(i + vec3(0.0, 1.0, 0.0)); + let n110 = hash_3f(i + vec3(1.0, 1.0, 0.0)); + let n001 = hash_3f(i + vec3(0.0, 0.0, 1.0)); + let n101 = hash_3f(i + vec3(1.0, 0.0, 1.0)); + let n011 = hash_3f(i + vec3(0.0, 1.0, 1.0)); + let n111 = hash_3f(i + vec3(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 { + 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, 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, 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/common/shaders/math/sdf_shapes.wgsl b/common/shaders/math/sdf_shapes.wgsl new file mode 100644 index 0000000..31bbe2d --- /dev/null +++ b/common/shaders/math/sdf_shapes.wgsl @@ -0,0 +1,14 @@ +fn sdSphere(p: vec3, r: f32) -> f32 { + return length(p) - r; +} +fn sdBox(p: vec3, b: vec3) -> f32 { + let q = abs(p) - b; + return length(max(q, vec3(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0); +} +fn sdTorus(p: vec3, t: vec2) -> f32 { + let q = vec2(length(p.xz) - t.x, p.y); + return length(q) - t.y; +} +fn sdPlane(p: vec3, n: vec3, h: f32) -> f32 { + return dot(p, n) + h; +} diff --git a/common/shaders/math/sdf_utils.wgsl b/common/shaders/math/sdf_utils.wgsl new file mode 100644 index 0000000..660a4ce --- /dev/null +++ b/common/shaders/math/sdf_utils.wgsl @@ -0,0 +1,115 @@ +fn get_normal_basic(p: vec3, obj_params: vec4) -> vec3 { + let obj_type = obj_params.x; + if (obj_type == 1.0) { return normalize(p); } + let e = vec2(0.001, 0.0); + return normalize(vec3( + 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, obj_params: vec4) -> vec3 { + let obj_type = obj_params.x; + if (obj_type == 1.0) { return normalize(p); } + let eps = 0.0001; + let k = vec2(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, + obj_params: vec4, + noise_tex: texture_2d, + noise_sampler: sampler, + disp_strength: f32 +) -> vec3 { + let e = vec2(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(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, + obj_params: vec4, + noise_tex: texture_2d, + noise_sampler: sampler, + disp_strength: f32 +) -> vec3 { + let eps = 0.0005; + let k = vec2(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, min_p: vec3, max_p: vec3) -> 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(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0); +} diff --git a/common/shaders/passthrough.wgsl b/common/shaders/passthrough.wgsl new file mode 100644 index 0000000..266e231 --- /dev/null +++ b/common/shaders/passthrough.wgsl @@ -0,0 +1,18 @@ +@group(0) @binding(0) var smplr: sampler; +@group(0) @binding(1) var txt: texture_2d; + +#include "common_uniforms" +@group(0) @binding(2) var uniforms: CommonUniforms; + +@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { + var pos = array, 3>( + vec2(-1, -1), + vec2(3, -1), + vec2(-1, 3) + ); + return vec4(pos[i], 0.0, 1.0); +} + +@fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { + return textureSample(txt, smplr, p.xy / uniforms.resolution); +} diff --git a/common/shaders/ray_box.wgsl b/common/shaders/ray_box.wgsl new file mode 100644 index 0000000..d56ea1b --- /dev/null +++ b/common/shaders/ray_box.wgsl @@ -0,0 +1,16 @@ +struct RayBounds { + t_entry: f32, + t_exit: f32, + hit: bool, +}; + +fn ray_box_intersection(ro: vec3, rd: vec3, extent: vec3) -> 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/common/shaders/ray_triangle.wgsl b/common/shaders/ray_triangle.wgsl new file mode 100644 index 0000000..13341c8 --- /dev/null +++ b/common/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, + z: f32, + N: vec3, + hit: bool, +}; + +fn ray_triangle_intersection( + orig: vec3, + dir: vec3, + p0: vec3, + p1: vec3, + p2: vec3 +) -> 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(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/common/shaders/render/lighting_utils.wgsl b/common/shaders/render/lighting_utils.wgsl new file mode 100644 index 0000000..d2fd2e2 --- /dev/null +++ b/common/shaders/render/lighting_utils.wgsl @@ -0,0 +1,6 @@ +fn calculate_lighting(color: vec3, normal: vec3, pos: vec3, shadow: f32) -> vec3 { + let light_dir = normalize(vec3(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/common/shaders/render/scene_query_bvh.wgsl b/common/shaders/render/scene_query_bvh.wgsl new file mode 100644 index 0000000..3e6f895 --- /dev/null +++ b/common/shaders/render/scene_query_bvh.wgsl @@ -0,0 +1,67 @@ +#include "math/sdf_shapes" +#include "math/sdf_utils" + +struct BVHNode { + min: vec3, + left_idx: i32, + max: vec3, + obj_idx_or_right: i32, +}; + +@group(0) @binding(2) var bvh_nodes: array; + +fn get_dist(p: vec3, obj_params: vec4) -> 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(1.0)); } // Unit Box + if (obj_type == 3.0) { return sdTorus(p, vec2(1.0, 0.4)); } // Unit Torus + if (obj_type == 4.0) { return sdPlane(p, vec3(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, skip_idx: u32) -> f32 { + var d = 1000.0; + var stack: array; + 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(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/common/shaders/render/scene_query_linear.wgsl b/common/shaders/render/scene_query_linear.wgsl new file mode 100644 index 0000000..0497a40 --- /dev/null +++ b/common/shaders/render/scene_query_linear.wgsl @@ -0,0 +1,56 @@ +#include "math/sdf_shapes" +#include "math/sdf_utils" + +fn get_dist(p: vec3, obj_params: vec4) -> 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(1.0)); } // Unit Box + if (obj_type == 3.0) { return sdTorus(p, vec2(1.0, 0.4)); } // Unit Torus + if (obj_type == 4.0) { return sdPlane(p, vec3(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, 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(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/common/shaders/render/shadows.wgsl b/common/shaders/render/shadows.wgsl new file mode 100644 index 0000000..7cba089 --- /dev/null +++ b/common/shaders/render/shadows.wgsl @@ -0,0 +1,13 @@ +fn calc_shadow(ro: vec3, rd: vec3, 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/common/shaders/sdf_primitives.wgsl b/common/shaders/sdf_primitives.wgsl new file mode 100644 index 0000000..31bbe2d --- /dev/null +++ b/common/shaders/sdf_primitives.wgsl @@ -0,0 +1,14 @@ +fn sdSphere(p: vec3, r: f32) -> f32 { + return length(p) - r; +} +fn sdBox(p: vec3, b: vec3) -> f32 { + let q = abs(p) - b; + return length(max(q, vec3(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0); +} +fn sdTorus(p: vec3, t: vec2) -> f32 { + let q = vec2(length(p.xz) - t.x, p.y); + return length(q) - t.y; +} +fn sdPlane(p: vec3, n: vec3, h: f32) -> f32 { + return dot(p, n) + h; +} diff --git a/common/shaders/skybox.wgsl b/common/shaders/skybox.wgsl new file mode 100644 index 0000000..31bea3b --- /dev/null +++ b/common/shaders/skybox.wgsl @@ -0,0 +1,42 @@ +#include "common_uniforms" +#include "math/common_utils" + +@group(0) @binding(0) var sky_tex: texture_2d; +@group(0) @binding(1) var sky_sampler: sampler; +@group(0) @binding(2) var globals: GlobalUniforms; + +struct VertexOutput { + @builtin(position) position: vec4, + @location(0) uv: vec2, +}; + +@vertex +fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput { + var pos = array, 3>( + vec2(-1.0, -1.0), + vec2( 3.0, -1.0), + vec2(-1.0, 3.0) + ); + + var out: VertexOutput; + out.position = vec4(pos[vertex_index], 0.0, 1.0); + out.uv = vec2(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 { + // 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(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/tools/asset_packer.cc b/tools/asset_packer.cc index 4aaa0e7..5646716 100644 --- a/tools/asset_packer.cc +++ b/tools/asset_packer.cc @@ -6,6 +6,7 @@ #include #include // for simplicity, use fprintf() for output generation #include // For std::memcpy +#include // For path normalization #include #include #include // For std::regex @@ -320,7 +321,9 @@ int main(int argc, char* argv[]) { if (!info.is_procedural) { std::string base_dir = assets_txt_path.substr(0, assets_txt_path.find_last_of("/\\") + 1); - std::string full_path = base_dir + info.filename; + std::filesystem::path base_path = std::filesystem::absolute(base_dir); + std::filesystem::path combined_path = base_path / info.filename; + std::string full_path = combined_path.lexically_normal().string(); std::vector buffer; bool is_image = HasImageExtension(info.filename); 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, // 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, - inv_view_proj: mat4x4, - camera_pos_time: vec4, - params: vec4, - resolution: vec2, -}; -struct ObjectData { - model: mat4x4, - inv_model: mat4x4, - color: vec4, - params: vec4, -}; -struct ObjectsBuffer { - objects: array, -}; \ 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; -@group(0) @binding(1) var params: BlendParams; -@group(0) @binding(2) var input_a: texture_2d; -@group(0) @binding(3) var input_b: texture_2d; -@group(0) @binding(4) var tex_sampler: sampler; - -@compute @workgroup_size(8, 8, 1) -fn main(@builtin(global_invocation_id) id: vec3) { - if (id.x >= params.width || id.y >= params.height) { return; } - - let uv = vec2(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; -@group(0) @binding(1) var params: GridParams; - -@compute @workgroup_size(8, 8, 1) -fn main(@builtin(global_invocation_id) id: vec3) { - 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(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; -@group(0) @binding(1) var params: MaskParams; -@group(0) @binding(2) var input_a: texture_2d; -@group(0) @binding(3) var input_b: texture_2d; -@group(0) @binding(4) var tex_sampler: sampler; - -@compute @workgroup_size(8, 8, 1) -fn main(@builtin(global_invocation_id) id: vec3) { - if (id.x >= params.width || id.y >= params.height) { return; } - - let uv = vec2(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; -@group(0) @binding(1) var params: NoiseParams; - -@compute @workgroup_size(8, 8, 1) -fn main(@builtin(global_invocation_id) id: vec3) { - if (id.x >= params.width || id.y >= params.height) { return; } - - let uv = vec2(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(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; -@group(0) @binding(1) var params: PerlinParams; - -@compute @workgroup_size(8, 8, 1) -fn main(@builtin(global_invocation_id) id: vec3) { - if (id.x >= params.width || id.y >= params.height) { return; } - - let uv = vec2(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(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, obj_params: vec4) -> vec3 { - let obj_type = obj_params.x; - if (obj_type == 1.0) { return normalize(p); } - let e = vec2(0.001, 0.0); - return normalize(vec3( - 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, rd: vec3, 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, normal_local: vec3) -> vec3 { - let normal_matrix = mat3x3(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) -> vec2 { - 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(u, v); -} - -// Spherical UV from direction vector (for skybox, etc.) -fn spherical_uv_from_dir(dir: vec3) -> vec2 { - 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(u, v); -} - -// Grid pattern for procedural texturing (checkerboard-like) -fn grid_pattern(uv: vec2) -> 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 -// 2D coordinate to single hash value -fn hash_2f(p: vec2) -> f32 { - var h = dot(p, vec2(127.1, 311.7)); - return fract(sin(h) * 43758.5453123); -} - -// Hash: vec2 -> vec2 -// 2D coordinate to 2D hash (from Shadertoy 4djSRW) -fn hash_2f_2f(p: vec2) -> vec2 { - var p3 = fract(vec3(p.x, p.y, p.x) * vec3(0.1021, 0.1013, 0.0977)); - p3 += dot(p3, p3.yzx + 33.33); - return fract((p3.xx + p3.yz) * p3.zy); -} - -// Hash: vec3 -> f32 -// 3D coordinate to single hash value -fn hash_3f(p: vec3) -> f32 { - var h = dot(p, vec3(127.1, 311.7, 74.7)); - return fract(sin(h) * 43758.5453123); -} - -// Hash: vec3 -> vec3 -// 3D coordinate to 3D hash -fn hash_3f_3f(p: vec3) -> vec3 { - 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((P >> 9u) | 0x3f800000u) - 1.0; -} - -// Hash: u32 -> vec2 -fn hash_1u_2f(p: u32) -> vec2 { - return vec2(hash_1u(p), hash_1u(p + 1423u)); -} - -// Hash: u32 -> vec3 -fn hash_1u_3f(p: u32) -> vec3 { - return vec3(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 { - let i = floor(p); - let f = fract(p); - let u = f * f * (3.0 - 2.0 * f); - let n0 = hash_2f(i + vec2(0.0, 0.0)); - let n1 = hash_2f(i + vec2(1.0, 0.0)); - let n2 = hash_2f(i + vec2(0.0, 1.0)); - let n3 = hash_2f(i + vec2(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 { - let i = floor(p); - let f = fract(p); - let u = f * f * (3.0 - 2.0 * f); - let n000 = hash_3f(i + vec3(0.0, 0.0, 0.0)); - let n100 = hash_3f(i + vec3(1.0, 0.0, 0.0)); - let n010 = hash_3f(i + vec3(0.0, 1.0, 0.0)); - let n110 = hash_3f(i + vec3(1.0, 1.0, 0.0)); - let n001 = hash_3f(i + vec3(0.0, 0.0, 1.0)); - let n101 = hash_3f(i + vec3(1.0, 0.0, 1.0)); - let n011 = hash_3f(i + vec3(0.0, 1.0, 1.0)); - let n111 = hash_3f(i + vec3(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 { - 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, 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, 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, r: f32) -> f32 { - return length(p) - r; -} -fn sdBox(p: vec3, b: vec3) -> f32 { - let q = abs(p) - b; - return length(max(q, vec3(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0); -} -fn sdTorus(p: vec3, t: vec2) -> f32 { - let q = vec2(length(p.xz) - t.x, p.y); - return length(q) - t.y; -} -fn sdPlane(p: vec3, n: vec3, 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, obj_params: vec4) -> vec3 { - let obj_type = obj_params.x; - if (obj_type == 1.0) { return normalize(p); } - let e = vec2(0.001, 0.0); - return normalize(vec3( - 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, obj_params: vec4) -> vec3 { - let obj_type = obj_params.x; - if (obj_type == 1.0) { return normalize(p); } - let eps = 0.0001; - let k = vec2(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, - obj_params: vec4, - noise_tex: texture_2d, - noise_sampler: sampler, - disp_strength: f32 -) -> vec3 { - let e = vec2(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(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, - obj_params: vec4, - noise_tex: texture_2d, - noise_sampler: sampler, - disp_strength: f32 -) -> vec3 { - let eps = 0.0005; - let k = vec2(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, min_p: vec3, max_p: vec3) -> 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(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; - -#include "common_uniforms" -@group(0) @binding(2) var uniforms: CommonUniforms; - -@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { - var pos = array, 3>( - vec2(-1, -1), - vec2(3, -1), - vec2(-1, 3) - ); - return vec4(pos[i], 0.0, 1.0); -} - -@fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { - 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, rd: vec3, extent: vec3) -> 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, - z: f32, - N: vec3, - hit: bool, -}; - -fn ray_triangle_intersection( - orig: vec3, - dir: vec3, - p0: vec3, - p1: vec3, - p2: vec3 -) -> 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(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, normal: vec3, pos: vec3, shadow: f32) -> vec3 { - let light_dir = normalize(vec3(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, - left_idx: i32, - max: vec3, - obj_idx_or_right: i32, -}; - -@group(0) @binding(2) var bvh_nodes: array; - -fn get_dist(p: vec3, obj_params: vec4) -> 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(1.0)); } // Unit Box - if (obj_type == 3.0) { return sdTorus(p, vec2(1.0, 0.4)); } // Unit Torus - if (obj_type == 4.0) { return sdPlane(p, vec3(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, skip_idx: u32) -> f32 { - var d = 1000.0; - var stack: array; - 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(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, obj_params: vec4) -> 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(1.0)); } // Unit Box - if (obj_type == 3.0) { return sdTorus(p, vec2(1.0, 0.4)); } // Unit Torus - if (obj_type == 4.0) { return sdPlane(p, vec3(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, 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(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, rd: vec3, 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, r: f32) -> f32 { - return length(p) - r; -} -fn sdBox(p: vec3, b: vec3) -> f32 { - let q = abs(p) - b; - return length(max(q, vec3(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0); -} -fn sdTorus(p: vec3, t: vec2) -> f32 { - let q = vec2(length(p.xz) - t.x, p.y); - return length(q) - t.y; -} -fn sdPlane(p: vec3, n: vec3, 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; -@group(0) @binding(1) var sky_sampler: sampler; -@group(0) @binding(2) var globals: GlobalUniforms; - -struct VertexOutput { - @builtin(position) position: vec4, - @location(0) uv: vec2, -}; - -@vertex -fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput { - var pos = array, 3>( - vec2(-1.0, -1.0), - vec2( 3.0, -1.0), - vec2(-1.0, 3.0) - ); - - var out: VertexOutput; - out.position = vec4(pos[vertex_index], 0.0, 1.0); - out.uv = vec2(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 { - // 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(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, // 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, - inv_view_proj: mat4x4, - camera_pos_time: vec4, - params: vec4, - resolution: vec2, -}; -struct ObjectData { - model: mat4x4, - inv_model: mat4x4, - color: vec4, - params: vec4, -}; -struct ObjectsBuffer { - objects: array, -}; \ 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; -@group(0) @binding(1) var params: BlendParams; -@group(0) @binding(2) var input_a: texture_2d; -@group(0) @binding(3) var input_b: texture_2d; -@group(0) @binding(4) var tex_sampler: sampler; - -@compute @workgroup_size(8, 8, 1) -fn main(@builtin(global_invocation_id) id: vec3) { - if (id.x >= params.width || id.y >= params.height) { return; } - - let uv = vec2(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; -@group(0) @binding(1) var params: GridParams; - -@compute @workgroup_size(8, 8, 1) -fn main(@builtin(global_invocation_id) id: vec3) { - 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(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; -@group(0) @binding(1) var params: MaskParams; -@group(0) @binding(2) var input_a: texture_2d; -@group(0) @binding(3) var input_b: texture_2d; -@group(0) @binding(4) var tex_sampler: sampler; - -@compute @workgroup_size(8, 8, 1) -fn main(@builtin(global_invocation_id) id: vec3) { - if (id.x >= params.width || id.y >= params.height) { return; } - - let uv = vec2(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; -@group(0) @binding(1) var params: NoiseParams; - -@compute @workgroup_size(8, 8, 1) -fn main(@builtin(global_invocation_id) id: vec3) { - if (id.x >= params.width || id.y >= params.height) { return; } - - let uv = vec2(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(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; -@group(0) @binding(1) var params: PerlinParams; - -@compute @workgroup_size(8, 8, 1) -fn main(@builtin(global_invocation_id) id: vec3) { - if (id.x >= params.width || id.y >= params.height) { return; } - - let uv = vec2(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(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, obj_params: vec4) -> vec3 { - let obj_type = obj_params.x; - if (obj_type == 1.0) { return normalize(p); } - let e = vec2(0.001, 0.0); - return normalize(vec3( - 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, rd: vec3, 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, normal_local: vec3) -> vec3 { - let normal_matrix = mat3x3(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) -> vec2 { - 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(u, v); -} - -// Spherical UV from direction vector (for skybox, etc.) -fn spherical_uv_from_dir(dir: vec3) -> vec2 { - 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(u, v); -} - -// Grid pattern for procedural texturing (checkerboard-like) -fn grid_pattern(uv: vec2) -> 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 -// 2D coordinate to single hash value -fn hash_2f(p: vec2) -> f32 { - var h = dot(p, vec2(127.1, 311.7)); - return fract(sin(h) * 43758.5453123); -} - -// Hash: vec2 -> vec2 -// 2D coordinate to 2D hash (from Shadertoy 4djSRW) -fn hash_2f_2f(p: vec2) -> vec2 { - var p3 = fract(vec3(p.x, p.y, p.x) * vec3(0.1021, 0.1013, 0.0977)); - p3 += dot(p3, p3.yzx + 33.33); - return fract((p3.xx + p3.yz) * p3.zy); -} - -// Hash: vec3 -> f32 -// 3D coordinate to single hash value -fn hash_3f(p: vec3) -> f32 { - var h = dot(p, vec3(127.1, 311.7, 74.7)); - return fract(sin(h) * 43758.5453123); -} - -// Hash: vec3 -> vec3 -// 3D coordinate to 3D hash -fn hash_3f_3f(p: vec3) -> vec3 { - 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((P >> 9u) | 0x3f800000u) - 1.0; -} - -// Hash: u32 -> vec2 -fn hash_1u_2f(p: u32) -> vec2 { - return vec2(hash_1u(p), hash_1u(p + 1423u)); -} - -// Hash: u32 -> vec3 -fn hash_1u_3f(p: u32) -> vec3 { - return vec3(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 { - let i = floor(p); - let f = fract(p); - let u = f * f * (3.0 - 2.0 * f); - let n0 = hash_2f(i + vec2(0.0, 0.0)); - let n1 = hash_2f(i + vec2(1.0, 0.0)); - let n2 = hash_2f(i + vec2(0.0, 1.0)); - let n3 = hash_2f(i + vec2(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 { - let i = floor(p); - let f = fract(p); - let u = f * f * (3.0 - 2.0 * f); - let n000 = hash_3f(i + vec3(0.0, 0.0, 0.0)); - let n100 = hash_3f(i + vec3(1.0, 0.0, 0.0)); - let n010 = hash_3f(i + vec3(0.0, 1.0, 0.0)); - let n110 = hash_3f(i + vec3(1.0, 1.0, 0.0)); - let n001 = hash_3f(i + vec3(0.0, 0.0, 1.0)); - let n101 = hash_3f(i + vec3(1.0, 0.0, 1.0)); - let n011 = hash_3f(i + vec3(0.0, 1.0, 1.0)); - let n111 = hash_3f(i + vec3(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 { - 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, 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, 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, r: f32) -> f32 { - return length(p) - r; -} -fn sdBox(p: vec3, b: vec3) -> f32 { - let q = abs(p) - b; - return length(max(q, vec3(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0); -} -fn sdTorus(p: vec3, t: vec2) -> f32 { - let q = vec2(length(p.xz) - t.x, p.y); - return length(q) - t.y; -} -fn sdPlane(p: vec3, n: vec3, 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, obj_params: vec4) -> vec3 { - let obj_type = obj_params.x; - if (obj_type == 1.0) { return normalize(p); } - let e = vec2(0.001, 0.0); - return normalize(vec3( - 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, obj_params: vec4) -> vec3 { - let obj_type = obj_params.x; - if (obj_type == 1.0) { return normalize(p); } - let eps = 0.0001; - let k = vec2(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, - obj_params: vec4, - noise_tex: texture_2d, - noise_sampler: sampler, - disp_strength: f32 -) -> vec3 { - let e = vec2(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(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, - obj_params: vec4, - noise_tex: texture_2d, - noise_sampler: sampler, - disp_strength: f32 -) -> vec3 { - let eps = 0.0005; - let k = vec2(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, min_p: vec3, max_p: vec3) -> 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(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; - -#include "common_uniforms" -@group(0) @binding(2) var uniforms: CommonUniforms; - -@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { - var pos = array, 3>( - vec2(-1, -1), - vec2(3, -1), - vec2(-1, 3) - ); - return vec4(pos[i], 0.0, 1.0); -} - -@fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { - 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, rd: vec3, extent: vec3) -> 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, - z: f32, - N: vec3, - hit: bool, -}; - -fn ray_triangle_intersection( - orig: vec3, - dir: vec3, - p0: vec3, - p1: vec3, - p2: vec3 -) -> 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(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, normal: vec3, pos: vec3, shadow: f32) -> vec3 { - let light_dir = normalize(vec3(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, - left_idx: i32, - max: vec3, - obj_idx_or_right: i32, -}; - -@group(0) @binding(2) var bvh_nodes: array; - -fn get_dist(p: vec3, obj_params: vec4) -> 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(1.0)); } // Unit Box - if (obj_type == 3.0) { return sdTorus(p, vec2(1.0, 0.4)); } // Unit Torus - if (obj_type == 4.0) { return sdPlane(p, vec3(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, skip_idx: u32) -> f32 { - var d = 1000.0; - var stack: array; - 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(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, obj_params: vec4) -> 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(1.0)); } // Unit Box - if (obj_type == 3.0) { return sdTorus(p, vec2(1.0, 0.4)); } // Unit Torus - if (obj_type == 4.0) { return sdPlane(p, vec3(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, 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(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, rd: vec3, 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, r: f32) -> f32 { - return length(p) - r; -} -fn sdBox(p: vec3, b: vec3) -> f32 { - let q = abs(p) - b; - return length(max(q, vec3(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0); -} -fn sdTorus(p: vec3, t: vec2) -> f32 { - let q = vec2(length(p.xz) - t.x, p.y); - return length(q) - t.y; -} -fn sdPlane(p: vec3, n: vec3, 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; -@group(0) @binding(1) var sky_sampler: sampler; -@group(0) @binding(2) var globals: GlobalUniforms; - -struct VertexOutput { - @builtin(position) position: vec4, - @location(0) uv: vec2, -}; - -@vertex -fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput { - var pos = array, 3>( - vec2(-1.0, -1.0), - vec2( 3.0, -1.0), - vec2(-1.0, 3.0) - ); - - var out: VertexOutput; - out.position = vec4(pos[vertex_index], 0.0, 1.0); - out.uv = vec2(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 { - // 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(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 -- cgit v1.2.3