From a109983c194c45ad85f0e481232bc605c7cfd85b Mon Sep 17 00:00:00 2001 From: skal Date: Fri, 13 Feb 2026 08:34:24 +0100 Subject: Remediation: Implement shared common/shaders/ directory Eliminates 36 duplicate shader files across workspaces. Structure: - common/shaders/{math,render,compute}/ - Shared utilities (20 files) - workspaces/*/shaders/ - Workspace-specific only Changes: - Created common/shaders/ with math, render, compute subdirectories - Moved 20 common shaders from workspaces to common/ - Removed duplicates from test workspace - Updated assets.txt: ../../common/shaders/ references - Enhanced asset_packer.cc: filesystem path normalization for ../ resolution Implementation: Option 1 from SHADER_REUSE_INVESTIGATION.md - Single source of truth for common code - Workspace references via relative paths - Path normalization in asset packer handoff(Claude): Common shader directory implemented --- common/shaders/skybox.wgsl | 42 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 42 insertions(+) create mode 100644 common/shaders/skybox.wgsl (limited to 'common/shaders/skybox.wgsl') diff --git a/common/shaders/skybox.wgsl b/common/shaders/skybox.wgsl new file mode 100644 index 0000000..31bea3b --- /dev/null +++ b/common/shaders/skybox.wgsl @@ -0,0 +1,42 @@ +#include "common_uniforms" +#include "math/common_utils" + +@group(0) @binding(0) var sky_tex: texture_2d; +@group(0) @binding(1) var sky_sampler: sampler; +@group(0) @binding(2) var globals: GlobalUniforms; + +struct VertexOutput { + @builtin(position) position: vec4, + @location(0) uv: vec2, +}; + +@vertex +fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput { + var pos = array, 3>( + vec2(-1.0, -1.0), + vec2( 3.0, -1.0), + vec2(-1.0, 3.0) + ); + + var out: VertexOutput; + out.position = vec4(pos[vertex_index], 0.0, 1.0); + out.uv = vec2(pos[vertex_index].x * 0.5 + 0.5, 1.0 - (pos[vertex_index].y * 0.5 + 0.5)); + return out; +} + +@fragment +fn fs_main(in: VertexOutput) -> @location(0) vec4 { + // 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 = vec4(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