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/render/raymarching.wgsl | 66 ---------------------------------- 1 file changed, 66 deletions(-) delete mode 100644 common/shaders/render/raymarching.wgsl (limited to 'common/shaders/render/raymarching.wgsl') diff --git a/common/shaders/render/raymarching.wgsl b/common/shaders/render/raymarching.wgsl deleted file mode 100644 index 2d6616d..0000000 --- a/common/shaders/render/raymarching.wgsl +++ /dev/null @@ -1,66 +0,0 @@ -// Common functions for Signed Distance Field (SDF) raymarching. -// -// Required user-defined functions: -// - df(vec3f) -> f32 -// Distance field for single-pass rendering (rayMarch, normal, shadow) -// -// For two-pass rendering with object IDs, see raymarching_id.wgsl -// -// Provided constants: -// TOLERANCE, MAX_RAY_LENGTH, MAX_RAY_MARCHES, NORM_OFF - -const TOLERANCE: f32 = 0.0005; -const MAX_RAY_LENGTH: f32 = 20.0; -const MAX_RAY_MARCHES: i32 = 80; -const NORM_OFF: f32 = 0.005; - -// Computes the surface normal of the distance field at a point `pos`. -fn normal(pos: vec3f) -> vec3f { - let eps = vec2f(NORM_OFF, 0.0); - var nor: vec3f; - nor.x = df(pos + eps.xyy) - df(pos - eps.xyy); - nor.y = df(pos + eps.yxy) - df(pos - eps.yxy); - nor.z = df(pos + eps.yyx) - df(pos - eps.yyx); - return normalize(nor); -} - -// Performs the raymarching operation. -// Returns the distance along the ray to the surface, or MAX_RAY_LENGTH if no surface is hit. -fn rayMarch(ro: vec3f, rd: vec3f, tmin: f32) -> f32 { - var t = tmin; - for (var i = 0; i < MAX_RAY_MARCHES; i++) { - if (t > MAX_RAY_LENGTH) { - t = MAX_RAY_LENGTH; - break; - } - let d = df(ro + rd * t); - if (d < TOLERANCE) { - break; - } - t += d; - } - return t; -} - -// Computes a soft shadow for a given point. -fn shadow(lp: vec3f, ld: vec3f, mint: f32, maxt: f32) -> f32 { - let ds = 1.0 - 0.4; - var t = mint; - var nd = 1e6; - let soff = 0.05; - let smul = 1.5; - let MAX_SHD_MARCHES = 20; - - for (var i = 0; i < MAX_SHD_MARCHES; i++) { - let p = lp + ld * t; - let d = df(p); - if (d < TOLERANCE || t >= maxt) { - let sd = 1.0 - exp(-smul * max(t / maxt - soff, 0.0)); - return select(mix(sd, 1.0, smoothstep(0.0, 0.025, nd)), sd, t >= maxt); - } - nd = min(nd, d); - t += ds * d; - } - let sd = 1.0 - exp(-smul * max(t / maxt - soff, 0.0)); - return sd; -} -- cgit v1.2.3