// Common utility functions for WGSL shaders. // Reduces duplication across renderer_3d, mesh_render, etc. // Constants const PI: f32 = 3.14159265359; const TAU: f32 = 6.28318530718; // Transform normal from local to world space using inverse model matrix fn transform_normal(inv_model: mat4x4, normal_local: vec3) -> vec3 { let normal_matrix = mat3x3(inv_model[0].xyz, inv_model[1].xyz, inv_model[2].xyz); return normalize(normal_matrix * normal_local); } // Spherical UV mapping (sphere or any radial surface) // Returns UV in [0,1] range fn spherical_uv(p: vec3) -> vec2 { let u = atan2(p.x, p.z) / TAU + 0.5; let v = acos(clamp(p.y / length(p), -1.0, 1.0)) / PI; return vec2(u, v); } // Spherical UV from direction vector (for skybox, etc.) fn spherical_uv_from_dir(dir: vec3) -> vec2 { let u = atan2(dir.z, dir.x) / TAU + 0.5; let v = asin(clamp(dir.y, -1.0, 1.0)) / PI + 0.5; return vec2(u, v); } // Grid pattern for procedural texturing (checkerboard-like) fn grid_pattern(uv: vec2) -> f32 { let grid = 0.5 + 0.5 * sin(uv.x * PI) * sin(uv.y * PI); return smoothstep(0.45, 0.55, grid); } // NOTE: calc_sdf_normal_bumped() removed - too specialized, depends on get_dist() // from scene_query snippets. Keep bump mapping code inline in shaders that use it.