From 2e33a435d6f1efee5a6c88cbfc99b97241fe2ad3 Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 16 Feb 2026 10:03:18 +0100 Subject: feat(sequence): port rotating_cube_effect to v2 - Add RotatingCubeEffectV2 with 3D rendering + depth buffer - Create rotating_cube_v2.wgsl (hardcoded cube geometry) - Simplified: no auxiliary mask texture dependency - Declare depth node via NodeRegistry - Update timeline_v2.seq rotating_cube sequence - Add shader exports to shaders.{h,cc} - All 36 tests passing handoff(Claude): RotatingCube v2 complete, hybrid_3d next --- workspaces/main/shaders/rotating_cube_v2.wgsl | 89 +++++++++++++++++++++++++++ 1 file changed, 89 insertions(+) create mode 100644 workspaces/main/shaders/rotating_cube_v2.wgsl (limited to 'workspaces/main/shaders') diff --git a/workspaces/main/shaders/rotating_cube_v2.wgsl b/workspaces/main/shaders/rotating_cube_v2.wgsl new file mode 100644 index 0000000..d7e4cae --- /dev/null +++ b/workspaces/main/shaders/rotating_cube_v2.wgsl @@ -0,0 +1,89 @@ +// Rotating cube shader v2 (simplified, no masking) + +struct Uniforms { + view_proj: mat4x4, + inv_view_proj: mat4x4, + camera_pos_time: vec4, + params: vec4, + resolution: vec2, + aspect_ratio: f32, + _pad: f32, +}; + +struct ObjectData { + model: mat4x4, + inv_model: mat4x4, + color: vec4, + params: vec4, +}; + +@group(0) @binding(0) var uniforms: Uniforms; +@group(0) @binding(1) var object: ObjectData; + +struct VSOut { + @builtin(position) pos: vec4, + @location(0) world_pos: vec3, + @location(1) normal: vec3, +}; + +// Cube vertices (hardcoded) +fn get_cube_vertex(vid: u32) -> vec3 { + let positions = array, 36>( + // Front face + vec3(-1, -1, 1), vec3( 1, -1, 1), vec3( 1, 1, 1), + vec3(-1, -1, 1), vec3( 1, 1, 1), vec3(-1, 1, 1), + // Back face + vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1), + vec3( 1, -1, -1), vec3(-1, 1, -1), vec3( 1, 1, -1), + // Right face + vec3( 1, -1, 1), vec3( 1, -1, -1), vec3( 1, 1, -1), + vec3( 1, -1, 1), vec3( 1, 1, -1), vec3( 1, 1, 1), + // Left face + vec3(-1, -1, -1), vec3(-1, -1, 1), vec3(-1, 1, 1), + vec3(-1, -1, -1), vec3(-1, 1, 1), vec3(-1, 1, -1), + // Top face + vec3(-1, 1, 1), vec3( 1, 1, 1), vec3( 1, 1, -1), + vec3(-1, 1, 1), vec3( 1, 1, -1), vec3(-1, 1, -1), + // Bottom face + vec3(-1, -1, -1), vec3( 1, -1, -1), vec3( 1, -1, 1), + vec3(-1, -1, -1), vec3( 1, -1, 1), vec3(-1, -1, 1) + ); + return positions[vid]; +} + +fn get_cube_normal(vid: u32) -> vec3 { + let face_id = vid / 6u; + let normals = array, 6>( + vec3( 0, 0, 1), // Front + vec3( 0, 0, -1), // Back + vec3( 1, 0, 0), // Right + vec3(-1, 0, 0), // Left + vec3( 0, 1, 0), // Top + vec3( 0, -1, 0) // Bottom + ); + return normals[face_id]; +} + +@vertex fn vs_main(@builtin(vertex_index) vid: u32) -> VSOut { + let local_pos = get_cube_vertex(vid); + let local_normal = get_cube_normal(vid); + + let world_pos = object.model * vec4(local_pos, 1.0); + let world_normal = normalize((object.model * vec4(local_normal, 0.0)).xyz); + + let clip_pos = uniforms.view_proj * world_pos; + + return VSOut(clip_pos, world_pos.xyz, world_normal); +} + +@fragment fn fs_main(@location(0) world_pos: vec3, @location(1) normal: vec3) -> @location(0) vec4 { + let N = normalize(normal); + let light_dir = normalize(vec3(1.0, 1.0, 1.0)); + let diffuse = max(dot(N, light_dir), 0.0); + + let ambient = 0.3; + let lighting = ambient + diffuse * 0.7; + + let color = object.color.rgb * lighting; + return vec4(color, 1.0); +} -- cgit v1.2.3