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/common_utils.wgsl | 46 ----------------------------------- 1 file changed, 46 deletions(-) delete mode 100644 common/shaders/math/common_utils.wgsl (limited to 'common/shaders/math/common_utils.wgsl') diff --git a/common/shaders/math/common_utils.wgsl b/common/shaders/math/common_utils.wgsl deleted file mode 100644 index 6ebc25a..0000000 --- a/common/shaders/math/common_utils.wgsl +++ /dev/null @@ -1,46 +0,0 @@ -// 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: mat4x4f, normal_local: vec3f) -> vec3f { - let normal_matrix = mat3x3f(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: vec3f) -> vec2f { - let u = atan2(p.x, p.z) / TAU + 0.5; - let v = acos(clamp(p.y / length(p), -1.0, 1.0)) / PI; - return vec2f(u, v); -} - -// Spherical UV from direction vector (for skybox, etc.) -fn spherical_uv_from_dir(dir: vec3f) -> vec2f { - let u = atan2(dir.z, dir.x) / TAU + 0.5; - let v = asin(clamp(dir.y, -1.0, 1.0)) / PI + 0.5; - return vec2f(u, v); -} - -// Grid pattern for procedural texturing (checkerboard-like) -fn grid_pattern(uv: vec2f) -> 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. - -// Calculates normalized screen coordinates from fragment position and resolution. -// Input `p` is the fragment's @builtin(position), `resolution` is the screen resolution. -// Returns a vec2f in NDC space, with X adjusted for aspect ratio. -fn getScreenCoord(p: vec4f, resolution: vec2f) -> vec2f { - let q = p.xy / resolution; - var coord = -1.0 + 2.0 * q; - coord.x *= resolution.x / resolution.y; - return coord; -} -- cgit v1.2.3