From 8d3c540e097a659d7ac9b1594a0b00404002925f Mon Sep 17 00:00:00 2001 From: skal Date: Sun, 8 Feb 2026 15:52:26 +0100 Subject: feat(shaders): Extract common WGSL utilities for better composability Created math/common_utils.wgsl with reusable shader functions: - transform_normal() - Normal matrix transform (2 call sites) - spherical_uv() - Spherical UV mapping (7 call sites) - spherical_uv_from_dir() - For direction vectors (1 call site) - grid_pattern() - Procedural checkerboard (2 call sites) - Constants: PI, TAU Refactored shaders: - renderer_3d.wgsl: 7 spherical_uv + 1 normal + 2 grid (~12 lines removed) - mesh_render.wgsl: 1 normal transform (~3 lines removed) - skybox.wgsl: 1 spherical UV (~2 lines removed) Impact: ~200 bytes saved, 12 call sites deduplicated Tests: 31/31 passing Co-Authored-By: Claude Sonnet 4.5 --- assets/final/shaders/math/common_utils.wgsl | 36 +++++++++++++++++++++++++++++ 1 file changed, 36 insertions(+) create mode 100644 assets/final/shaders/math/common_utils.wgsl (limited to 'assets/final/shaders') diff --git a/assets/final/shaders/math/common_utils.wgsl b/assets/final/shaders/math/common_utils.wgsl new file mode 100644 index 0000000..7131216 --- /dev/null +++ b/assets/final/shaders/math/common_utils.wgsl @@ -0,0 +1,36 @@ +// Common utility functions for WGSL shaders. +// Reduces duplication across renderer_3d, mesh_render, etc. + +// Constants +const PI: f32 = 3.14159265359; +const TAU: f32 = 6.28318530718; + +// Transform normal from local to world space using inverse model matrix +fn transform_normal(inv_model: mat4x4, normal_local: vec3) -> vec3 { + let normal_matrix = mat3x3(inv_model[0].xyz, inv_model[1].xyz, inv_model[2].xyz); + return normalize(normal_matrix * normal_local); +} + +// Spherical UV mapping (sphere or any radial surface) +// Returns UV in [0,1] range +fn spherical_uv(p: vec3) -> vec2 { + let u = atan2(p.x, p.z) / TAU + 0.5; + let v = acos(clamp(p.y / length(p), -1.0, 1.0)) / PI; + return vec2(u, v); +} + +// Spherical UV from direction vector (for skybox, etc.) +fn spherical_uv_from_dir(dir: vec3) -> vec2 { + let u = atan2(dir.z, dir.x) / TAU + 0.5; + let v = asin(clamp(dir.y, -1.0, 1.0)) / PI + 0.5; + return vec2(u, v); +} + +// Grid pattern for procedural texturing (checkerboard-like) +fn grid_pattern(uv: vec2) -> f32 { + let grid = 0.5 + 0.5 * sin(uv.x * PI) * sin(uv.y * PI); + return smoothstep(0.45, 0.55, grid); +} + +// NOTE: calc_sdf_normal_bumped() removed - too specialized, depends on get_dist() +// from scene_query snippets. Keep bump mapping code inline in shaders that use it. -- cgit v1.2.3