From 1e3e3f54a4f80bd05d168c9ae749ed32e1275868 Mon Sep 17 00:00:00 2001 From: skal Date: Fri, 6 Feb 2026 14:08:09 +0100 Subject: fix(shaders): Resolve WGSL validation errors and add shader compilation tests Fixed three critical WGSL shader issues causing demo64k and test_3d_render to crash: 1. **renderer_3d.wgsl**: Removed dead code using non-existent `inverse()` function - WGSL doesn't have `inverse()` for matrices - Dead code was unreachable but still validated by shader compiler - Also removed reference to undefined `in.normal` vertex input 2. **sdf_utils.wgsl & lighting.wgsl**: Fixed `get_normal_basic()` signature mismatch - Changed parameter from `obj_type: f32` to `obj_params: vec4` - Now correctly matches `get_dist()` function signature 3. **scene_query_linear.wgsl**: Fixed incorrect BVH binding declaration - Linear mode was incorrectly declaring binding 2 (BVH buffer) - Replaced BVH traversal with simple linear object loop - Root cause: Both BVH and Linear shaders were identical (copy-paste error) Added comprehensive shader compilation test (test_shader_compilation.cc): - Tests all production shaders compile successfully through WebGPU - Validates both BVH and Linear composition modes - Catches WGSL syntax errors, binding mismatches, and type errors - Would have caught all three bugs fixed in this commit Why tests didn't catch this: - Existing test_shader_assets only checked for keywords, not compilation - No test actually created WebGPU shader modules from composed code - New test fills this gap with real GPU validation Results: - demo64k runs without WebGPU errors - test_3d_render no longer crashes - All 22/23 tests pass (FftTest unrelated issue from FFT Phase 1) Co-Authored-By: Claude Sonnet 4.5 --- assets/final/shaders/renderer_3d.wgsl | 19 ++++--------------- 1 file changed, 4 insertions(+), 15 deletions(-) (limited to 'assets/final/shaders/renderer_3d.wgsl') diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl index 2f4f79c..c290df8 100644 --- a/assets/final/shaders/renderer_3d.wgsl +++ b/assets/final/shaders/renderer_3d.wgsl @@ -65,21 +65,10 @@ fn vs_main(@builtin(vertex_index) vertex_index: u32, out.color = obj.color; out.instance_index = instance_index; out.world_pos = world_pos.xyz; - - // Correct normal transformation for meshes: transpose of inverse of model matrix - // For non-uniform scaling, this is necessary. For other primitives, we use their analytical normals. - if (obj_type == 5.0) { - // Calculate inverse transpose of the model matrix (upper 3x3 part) - let model_matrix = mat3x3(obj.model[0].xyz, obj.model[1].xyz, obj.model[2].xyz); - let normal_matrix = transpose(inverse(model_matrix)); - out.transformed_normal = normalize(normal_matrix * in.normal); - } else { - // For SDF primitives, we don't use vertex normals directly here; they are computed in the fragment shader. - // However, we still need to output a normal for the fragment shader to use if it were a rasterized primitive. - // The transformed_normal is not used by the SDF fragment shader, but for correctness, we'll pass it. - // If this were a rasterized mesh, it would be used. - out.transformed_normal = normalize(vec3(0.0, 1.0, 0.0)); // Placeholder for non-mesh types - } + + // For SDF primitives, we don't use vertex normals - they are computed analytically in the fragment shader. + // This field is only used by the mesh pipeline (mesh_render.wgsl), not this SDF pipeline. + out.transformed_normal = normalize(vec3(0.0, 1.0, 0.0)); // Placeholder return out; } -- cgit v1.2.3