// 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: vec3f) -> vec3f { 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: vec3f) -> 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: vec3f) -> 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. // Calculates normalized screen coordinates from fragment position and resolution. // Input `p` is the fragment's @builtin(position), `resolution` is the screen resolution. // Returns a vec2 in NDC space, with X adjusted for aspect ratio. fn getScreenCoord(p: vec4, resolution: vec2) -> vec2 { let q = p.xy / resolution; var coord = -1.0 + 2.0 * q; coord.x *= resolution.x / resolution.y; return coord; }