From 9ee410594a52cbc699b13de2bde4860d70c959a3 Mon Sep 17 00:00:00 2001 From: skal Date: Sat, 28 Feb 2026 09:08:57 +0100 Subject: refactor: move common/shaders/ to src/shaders/ Relocates shared WGSL shaders under src/ where all source code lives, eliminating the top-level common/ directory. - Update asset references in workspaces/main/assets.txt and workspaces/test/assets.txt - Update docs: PROJECT_CONTEXT.md, ARCHITECTURE.md, WORKSPACE_SYSTEM.md, SHADER_REUSE_INVESTIGATION.md Co-Authored-By: Claude Sonnet 4.6 --- common/shaders/math/color.wgsl | 27 --------------------------- 1 file changed, 27 deletions(-) delete mode 100644 common/shaders/math/color.wgsl (limited to 'common/shaders/math/color.wgsl') diff --git a/common/shaders/math/color.wgsl b/common/shaders/math/color.wgsl deleted file mode 100644 index 9352053..0000000 --- a/common/shaders/math/color.wgsl +++ /dev/null @@ -1,27 +0,0 @@ -// Common color space and tone mapping functions. - -// sRGB to Linear approximation -// Note: Assumes input is in sRGB color space. -fn sRGB(t: vec3f) -> vec3f { - return mix(1.055 * pow(t, vec3f(1.0/2.4)) - 0.055, 12.92 * t, step(t, vec3f(0.0031308))); -} - -// ACES Filmic Tone Mapping (Approximate) -// A common tone mapping algorithm used in games and film. -fn aces_approx(v_in: vec3f) -> vec3f { - var v = max(v_in, vec3f(0.0)); - v *= 0.6; - let a = 2.51; - let b = 0.03; - let c = 2.43; - let d = 0.59; - let e = 0.14; - return clamp((v * (a * v + b)) / (v * (c * v + d) + e), vec3f(0.0), vec3f(1.0)); -} - -// HSV to RGB conversion -const hsv2rgb_K = vec4f(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); -fn hsv2rgb(c: vec3f) -> vec3f { - let p = abs(fract(c.xxx + hsv2rgb_K.xyz) * 6.0 - hsv2rgb_K.www); - return c.z * mix(hsv2rgb_K.xxx, clamp(p - hsv2rgb_K.xxx, vec3f(0.0), vec3f(1.0)), c.y); -} -- cgit v1.2.3