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

fn get_dist(p: vec3<f32>, obj_params: vec4<f32>) -> f32 {
    let obj_type = obj_params.x;
    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); }
    if (obj_type == 5.0) { return sdBox(p, obj_params.yzw); } // MESH AABB
    return 100.0;
}

fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 {

    var d = 1000.0;

    let num_objects = arrayLength(&object_data.objects);

    for (var i = 0u; i < num_objects; i++) {

        if (i == skip_idx) { continue; }

        let obj = object_data.objects[i];

        let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz;

        

        // Extract scale factors from the model matrix

        let sx = length(obj.model[0].xyz);

        let sy = length(obj.model[1].xyz);

        let sz = length(obj.model[2].xyz);

        

        var s = min(sx, min(sy, sz));

        if (obj.params.x == 4.0) {

            s = sy; // Plane normal is (0,1,0) in local space

        }

        

        d = min(d, get_dist(q, obj.params) * s);

    }

    return d;

}