From e38be0dbf5816338ff97e2ee2f9adfff2902dc2b Mon Sep 17 00:00:00 2001 From: skal Date: Sat, 14 Feb 2026 15:13:09 +0100 Subject: refactor(wgsl): modularize common shader functions Extracted common WGSL functions into separate files in `common/shaders/` to improve reusability and maintainability. - Created `common/shaders/render/fullscreen_vs.wgsl` for a reusable fullscreen vertex shader. - Created `common/shaders/math/color.wgsl` for color conversion and tone mapping functions. - Created `common/shaders/math/utils.wgsl` for general math utilities. - Created `common/shaders/render/raymarching.wgsl` for SDF raymarching logic. - Updated multiple shaders to use these new common snippets via `#include`. - Fixed the shader asset validation test to correctly handle shaders that include the common vertex shader. This refactoring makes the shader code more modular and easier to manage. --- common/shaders/render/fullscreen_vs.wgsl | 10 ++++++++++ 1 file changed, 10 insertions(+) create mode 100644 common/shaders/render/fullscreen_vs.wgsl (limited to 'common/shaders/render/fullscreen_vs.wgsl') diff --git a/common/shaders/render/fullscreen_vs.wgsl b/common/shaders/render/fullscreen_vs.wgsl new file mode 100644 index 0000000..a68604b --- /dev/null +++ b/common/shaders/render/fullscreen_vs.wgsl @@ -0,0 +1,10 @@ +// Common vertex shader for fullscreen post-processing effects. +// Draws a single triangle that covers the entire screen. +@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { + var pos = array, 3>( + vec2(-1, -1), + vec2(3, -1), + vec2(-1, 3) + ); + return vec4(pos[i], 0.0, 1.0); +} -- cgit v1.2.3