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/raymarching.wgsl | 59 ++++++++++++++++++++++++++++++++++ 1 file changed, 59 insertions(+) create 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 new file mode 100644 index 0000000..5a86840 --- /dev/null +++ b/common/shaders/render/raymarching.wgsl @@ -0,0 +1,59 @@ +// Common functions for Signed Distance Field (SDF) raymarching. +// These functions require the user to define a `df(vec3) -> f32` function +// which represents the scene's distance field. + +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: vec3) -> vec3 { + let eps = vec2(NORM_OFF, 0.0); + var nor: vec3; + 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: vec3, rd: vec3, initt: f32) -> f32 { + var t = initt; + 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: vec3, ld: vec3, 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