From eb15703a3f87e4eadc8839b06de12b9c6ec54023 Mon Sep 17 00:00:00 2001 From: skal Date: Fri, 13 Feb 2026 08:21:34 +0100 Subject: Refactor: Reorganize workspaces and remove assets/ directory MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Workspace structure now: - workspaces/{main,test}/obj/ (3D models) - workspaces/{main,test}/shaders/ (WGSL shaders) - workspaces/{main,test}/music/ (audio samples) Changes: - Moved workspaces/*/assets/music/ → workspaces/*/music/ - Updated assets.txt paths (assets/music/ → music/) - Moved test_demo.{seq,track} to tools/ - Moved assets/originals/ → tools/originals/ - Removed assets/common/ (legacy, duplicated in workspaces) - Removed assets/final/ (legacy, superseded by workspaces) - Updated hot-reload paths in main.cc - Updated CMake references for test_demo and validation - Updated gen_spectrograms.sh paths handoff(Claude): Workspace reorganization complete --- assets/final/shaders/skybox.wgsl | 42 ---------------------------------------- 1 file changed, 42 deletions(-) delete mode 100644 assets/final/shaders/skybox.wgsl (limited to 'assets/final/shaders/skybox.wgsl') diff --git a/assets/final/shaders/skybox.wgsl b/assets/final/shaders/skybox.wgsl deleted file mode 100644 index 31bea3b..0000000 --- a/assets/final/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