From 5c006735f2994aaa907b3eeb8681dff896695d08 Mon Sep 17 00:00:00 2001 From: skal Date: Sun, 8 Feb 2026 15:52:46 +0100 Subject: refactor(shaders): Apply common utilities to renderer shaders Updated renderer_3d.wgsl, mesh_render.wgsl, skybox.wgsl to use common_utils functions. Registered snippet in ShaderComposer. Updated demo_assets.txt with SHADER_MATH_COMMON_UTILS entry. Co-Authored-By: Claude Sonnet 4.5 --- assets/final/shaders/mesh_render.wgsl | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) (limited to 'assets/final/shaders/mesh_render.wgsl') diff --git a/assets/final/shaders/mesh_render.wgsl b/assets/final/shaders/mesh_render.wgsl index 068efbc..7390b06 100644 --- a/assets/final/shaders/mesh_render.wgsl +++ b/assets/final/shaders/mesh_render.wgsl @@ -1,4 +1,5 @@ #include "common_uniforms" +#include "math/common_utils" @group(0) @binding(0) var globals: GlobalUniforms; @group(0) @binding(1) var object_data: ObjectsBuffer; @@ -33,10 +34,8 @@ fn vs_main(in: VertexInput, @builtin(instance_index) instance_index: u32) -> Ver out.clip_pos = globals.view_proj * world_pos; out.world_pos = world_pos.xyz; - // Use transpose of inverse for normals - // Note: mat3x3 constructor takes columns, so passing rows gives us transpose - let normal_matrix = mat3x3(obj.inv_model[0].xyz, obj.inv_model[1].xyz, obj.inv_model[2].xyz); - out.normal = normalize(normal_matrix * in.normal); + // Transform normal from local to world space + out.normal = transform_normal(obj.inv_model, in.normal); out.uv = in.uv; out.color = obj.color; -- cgit v1.2.3