From a42fba99801e7085b9e6cb7d19016e6f44b35031 Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 2 Feb 2026 17:19:48 +0100 Subject: fix(3d): Resolve spherical distortion in floor grid texture - Corrected world-space position calculation in SDF fragment shader. - Transformed local hit point back to world space using the model matrix. - Restored accurate planar p.xz mapping for the floor grid. --- src/3d/renderer.cc | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/3d/renderer.cc b/src/3d/renderer.cc index abd26de..8676db4 100644 --- a/src/3d/renderer.cc +++ b/src/3d/renderer.cc @@ -212,8 +212,8 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4 { } if (!hit) { discard; } - p = ro_world + rd_world * t; // Use world t for final position let q_hit = ro_local + rd_local * t; + p = (obj.model * vec4(q_hit, 1.0)).xyz; // Correct world position // Calculate normal with bump mapping let e = vec2(0.005, 0.0); -- cgit v1.2.3