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/skybox.wgsl | 9 +++------ 1 file changed, 3 insertions(+), 6 deletions(-) (limited to 'assets/final/shaders/skybox.wgsl') diff --git a/assets/final/shaders/skybox.wgsl b/assets/final/shaders/skybox.wgsl index d7f252e..31bea3b 100644 --- a/assets/final/shaders/skybox.wgsl +++ b/assets/final/shaders/skybox.wgsl @@ -1,4 +1,5 @@ #include "common_uniforms" +#include "math/common_utils" @group(0) @binding(0) var sky_tex: texture_2d; @group(0) @binding(1) var sky_sampler: sampler; @@ -36,10 +37,6 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4 { let world_pos = world_pos_h.xyz / world_pos_h.w; let ray_dir = normalize(world_pos - globals.camera_pos_time.xyz); - - // Spherical Mapping - let u = atan2(ray_dir.z, ray_dir.x) / 6.28318 + 0.5; - let v = asin(clamp(ray_dir.y, -1.0, 1.0)) / 3.14159 + 0.5; - - return textureSample(sky_tex, sky_sampler, vec2(u, v)); + 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