From 7790472dabfa0ecd06f3408d847860ec6072866e Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 9 Feb 2026 18:51:54 +0100 Subject: feat: Implement workspace system (Task #77) Self-contained workspaces for parallel demo development. Structure: - workspaces/main,test - Demo-specific resources - assets/common - Shared resources - workspace.cfg - Configuration per workspace CMake integration: - DEMO_WORKSPACE option (defaults to main) - cmake/ParseWorkspace.cmake - Config parser - Workspace-relative asset/timeline/music paths Migration: - Main demo: demo.seq to workspaces/main/timeline.seq - Test demo: test_demo.seq to workspaces/test/timeline.seq - Common shaders: assets/common/shaders - Workspace shaders: workspaces/*/shaders Build: cmake -B build -DDEMO_WORKSPACE=main cmake -B build_test -DDEMO_WORKSPACE=test All tests passing (36/36). handoff(Claude): Task #77 workspace system complete. Both main and test workspaces build and pass all tests. Co-Authored-By: Claude Sonnet 4.5 --- workspaces/main/shaders/skybox.wgsl | 42 +++++++++++++++++++++++++++++++++++++ 1 file changed, 42 insertions(+) create mode 100644 workspaces/main/shaders/skybox.wgsl (limited to 'workspaces/main/shaders/skybox.wgsl') diff --git a/workspaces/main/shaders/skybox.wgsl b/workspaces/main/shaders/skybox.wgsl new file mode 100644 index 0000000..31bea3b --- /dev/null +++ b/workspaces/main/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