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path: root/assets/final/shaders/render/scene_query.wgsl
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#include "math/sdf_shapes"

fn get_dist(p: vec3<f32>, obj_type: f32) -> f32 {
    if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere
    if (obj_type == 2.0) { return sdBox(p, vec3<f32>(1.0)); } // Unit Box
    if (obj_type == 3.0) { return sdTorus(p, vec2<f32>(1.0, 0.4)); } // Unit Torus
    if (obj_type == 4.0) { return sdPlane(p, vec3<f32>(0.0, 1.0, 0.0), 0.0); }
    return 100.0;
}

fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 {
    var d = 1000.0;
    let count = u32(globals.params.x);
    
    for (var i = 0u; i < count; i = i + 1u) {
        if (i == skip_idx) { continue; }
        let obj = object_data.objects[i];
        let obj_type = obj.params.x;
        // Skip rasterized objects (like the floor) in the SDF map
        if (obj_type <= 0.0) { continue; } 

        let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz;
        
        let scale_x = length(obj.model[0].xyz);
        let scale_y = length(obj.model[1].xyz);
        let scale_z = length(obj.model[2].xyz);
        // Use conservative minimum scale to avoid overstepping the distance field
        let s = min(scale_x, min(scale_y, scale_z));
        
        d = min(d, get_dist(q, obj_type) * s);
    }
    return d;
}