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 --- workspaces/test/shaders/math/noise.wgsl | 147 -------------------------------- 1 file changed, 147 deletions(-) delete mode 100644 workspaces/test/shaders/math/noise.wgsl (limited to 'workspaces/test/shaders/math/noise.wgsl') diff --git a/workspaces/test/shaders/math/noise.wgsl b/workspaces/test/shaders/math/noise.wgsl deleted file mode 100644 index 9f99e4a..0000000 --- a/workspaces/test/shaders/math/noise.wgsl +++ /dev/null @@ -1,147 +0,0 @@ -// Random number generation and noise functions for WGSL shaders. -// Collection of hash functions and noise generators. - -// ============================================ -// Hash Functions (Float Input) -// ============================================ - -// Hash: f32 -> f32 -// Fast fractional hash for floats -fn hash_1f(x: f32) -> f32 { - var v = fract(x * 0.3351); - v *= v + 33.33; - v *= v + v; - return fract(v); -} - -// Hash: vec2 -> f32 -// 2D coordinate to single hash value -fn hash_2f(p: vec2) -> f32 { - var h = dot(p, vec2(127.1, 311.7)); - return fract(sin(h) * 43758.5453123); -} - -// Hash: vec2 -> vec2 -// 2D coordinate to 2D hash (from Shadertoy 4djSRW) -fn hash_2f_2f(p: vec2) -> vec2 { - var p3 = fract(vec3(p.x, p.y, p.x) * vec3(0.1021, 0.1013, 0.0977)); - p3 += dot(p3, p3.yzx + 33.33); - return fract((p3.xx + p3.yz) * p3.zy); -} - -// Hash: vec3 -> f32 -// 3D coordinate to single hash value -fn hash_3f(p: vec3) -> f32 { - var h = dot(p, vec3(127.1, 311.7, 74.7)); - return fract(sin(h) * 43758.5453123); -} - -// Hash: vec3 -> vec3 -// 3D coordinate to 3D hash -fn hash_3f_3f(p: vec3) -> vec3 { - var v = fract(p); - v += dot(v, v.yxz + 32.41); - return fract((v.xxy + v.yzz) * v.zyx); -} - -// ============================================ -// Hash Functions (Integer Input) -// ============================================ - -// Hash: u32 -> f32 -// Integer hash with bit operations (high quality) -fn hash_1u(p: u32) -> f32 { - var P = (p << 13u) ^ p; - P = P * (P * P * 15731u + 789221u) + 1376312589u; - return bitcast((P >> 9u) | 0x3f800000u) - 1.0; -} - -// Hash: u32 -> vec2 -fn hash_1u_2f(p: u32) -> vec2 { - return vec2(hash_1u(p), hash_1u(p + 1423u)); -} - -// Hash: u32 -> vec3 -fn hash_1u_3f(p: u32) -> vec3 { - return vec3(hash_1u(p), hash_1u(p + 1423u), hash_1u(p + 124453u)); -} - -// ============================================ -// Noise Functions -// ============================================ - -// Value Noise: 2D -// Interpolated grid noise using smoothstep -fn noise_2d(p: vec2) -> f32 { - let i = floor(p); - let f = fract(p); - let u = f * f * (3.0 - 2.0 * f); - let n0 = hash_2f(i + vec2(0.0, 0.0)); - let n1 = hash_2f(i + vec2(1.0, 0.0)); - let n2 = hash_2f(i + vec2(0.0, 1.0)); - let n3 = hash_2f(i + vec2(1.0, 1.0)); - let ix0 = mix(n0, n1, u.x); - let ix1 = mix(n2, n3, u.x); - return mix(ix0, ix1, u.y); -} - -// Value Noise: 3D -fn noise_3d(p: vec3) -> f32 { - let i = floor(p); - let f = fract(p); - let u = f * f * (3.0 - 2.0 * f); - let n000 = hash_3f(i + vec3(0.0, 0.0, 0.0)); - let n100 = hash_3f(i + vec3(1.0, 0.0, 0.0)); - let n010 = hash_3f(i + vec3(0.0, 1.0, 0.0)); - let n110 = hash_3f(i + vec3(1.0, 1.0, 0.0)); - let n001 = hash_3f(i + vec3(0.0, 0.0, 1.0)); - let n101 = hash_3f(i + vec3(1.0, 0.0, 1.0)); - let n011 = hash_3f(i + vec3(0.0, 1.0, 1.0)); - let n111 = hash_3f(i + vec3(1.0, 1.0, 1.0)); - let ix00 = mix(n000, n100, u.x); - let ix10 = mix(n010, n110, u.x); - let ix01 = mix(n001, n101, u.x); - let ix11 = mix(n011, n111, u.x); - let iy0 = mix(ix00, ix10, u.y); - let iy1 = mix(ix01, ix11, u.y); - return mix(iy0, iy1, u.z); -} - -// ============================================ -// Special Functions -// ============================================ - -// Gyroid function (periodic triply-orthogonal minimal surface) -// Useful for procedural patterns and cellular structures -fn gyroid(p: vec3) -> f32 { - return abs(0.04 + dot(sin(p), cos(p.zxy))); -} - -// Fractional Brownian Motion (FBM) 2D -// Multi-octave noise for natural-looking variation -fn fbm_2d(p: vec2, octaves: i32) -> f32 { - var value = 0.0; - var amplitude = 0.5; - var frequency = 1.0; - var pos = p; - for (var i = 0; i < octaves; i++) { - value += amplitude * noise_2d(pos * frequency); - frequency *= 2.0; - amplitude *= 0.5; - } - return value; -} - -// Fractional Brownian Motion (FBM) 3D -fn fbm_3d(p: vec3, octaves: i32) -> f32 { - var value = 0.0; - var amplitude = 0.5; - var frequency = 1.0; - var pos = p; - for (var i = 0; i < octaves; i++) { - value += amplitude * noise_3d(pos * frequency); - frequency *= 2.0; - amplitude *= 0.5; - } - return value; -} -- cgit v1.2.3