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/skybox.wgsl | 24 ------------------------ 1 file changed, 24 deletions(-) delete mode 100644 common/shaders/skybox.wgsl (limited to 'common/shaders/skybox.wgsl') diff --git a/common/shaders/skybox.wgsl b/common/shaders/skybox.wgsl deleted file mode 100644 index 075eeb6..0000000 --- a/common/shaders/skybox.wgsl +++ /dev/null @@ -1,24 +0,0 @@ -#include "common_uniforms" -#include "math/common_utils" -#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main - -@group(0) @binding(0) var sky_tex: texture_2d; -@group(0) @binding(1) var sky_sampler: sampler; -@group(0) @binding(2) var globals: GlobalUniforms; - -@fragment -fn fs_main(in: VertexOutput) -> @location(0) vec4f { - // Convert UV to NDC - let ndc_x = in.uv.x * 2.0 - 1.0; - let ndc_y = (1.0 - in.uv.y) * 2.0 - 1.0; // Un-flip Y for NDC (Y-up) - - // Unproject to find world direction - // We want the direction from camera to the far plane at this pixel - let clip_pos = vec4f(ndc_x, ndc_y, 1.0, 1.0); - let world_pos_h = globals.inv_view_proj * clip_pos; - let world_pos = world_pos_h.xyz / world_pos_h.w; - - let ray_dir = normalize(world_pos - globals.camera_pos_time.xyz); - let uv = spherical_uv_from_dir(ray_dir); - return textureSample(sky_tex, sky_sampler, uv); -} \ No newline at end of file -- cgit v1.2.3