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// G-buffer rasterization shader for CNN v3
// Pass 1: Proxy geometry → MRT (albedo rgba16float, normal_mat rgba16float, depth32)
// Uses GlobalUniforms, ObjectData, ObjectsBuffer from common_uniforms.
#include "common_uniforms"
@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
struct VertexOutput {
@builtin(position) position: vec4f,
@location(0) world_pos: vec3f,
@location(1) world_normal: vec3f,
@location(2) color: vec4f,
@location(3) @interpolate(flat) instance_index: u32,
}
// Octahedral encoding: maps unit normal to [-1,1]^2
fn oct_encode(n: vec3f) -> vec2f {
let inv_l1 = 1.0 / (abs(n.x) + abs(n.y) + abs(n.z));
var p = n.xy * inv_l1;
// Fold lower hemisphere
if (n.z < 0.0) {
let s = vec2f(
select(-1.0, 1.0, p.x >= 0.0),
select(-1.0, 1.0, p.y >= 0.0)
);
p = (1.0 - abs(p.yx)) * s;
}
return p; // in [-1, 1]
}
@vertex
fn vs_main(
@builtin(vertex_index) vertex_index: u32,
@builtin(instance_index) instance_index: u32
) -> VertexOutput {
// Proxy box vertices (same as renderer_3d.wgsl)
var pos = array<vec3f, 36>(
vec3f(-1.0, -1.0, 1.0), vec3f( 1.0, -1.0, 1.0), vec3f( 1.0, 1.0, 1.0),
vec3f(-1.0, -1.0, 1.0), vec3f( 1.0, 1.0, 1.0), vec3f(-1.0, 1.0, 1.0),
vec3f(-1.0, -1.0, -1.0), vec3f(-1.0, 1.0, -1.0), vec3f( 1.0, 1.0, -1.0),
vec3f(-1.0, -1.0, -1.0), vec3f( 1.0, 1.0, -1.0), vec3f( 1.0, -1.0, -1.0),
vec3f(-1.0, 1.0, -1.0), vec3f(-1.0, 1.0, 1.0), vec3f( 1.0, 1.0, 1.0),
vec3f(-1.0, 1.0, -1.0), vec3f( 1.0, 1.0, 1.0), vec3f( 1.0, 1.0, -1.0),
vec3f(-1.0, -1.0, -1.0), vec3f( 1.0, -1.0, -1.0), vec3f( 1.0, -1.0, 1.0),
vec3f(-1.0, -1.0, -1.0), vec3f( 1.0, -1.0, 1.0), vec3f(-1.0, -1.0, 1.0),
vec3f( 1.0, -1.0, -1.0), vec3f( 1.0, 1.0, -1.0), vec3f( 1.0, 1.0, 1.0),
vec3f( 1.0, -1.0, -1.0), vec3f( 1.0, 1.0, 1.0), vec3f( 1.0, -1.0, 1.0),
vec3f(-1.0, -1.0, -1.0), vec3f(-1.0, -1.0, 1.0), vec3f(-1.0, 1.0, 1.0),
vec3f(-1.0, -1.0, -1.0), vec3f(-1.0, 1.0, 1.0), vec3f(-1.0, 1.0, -1.0)
);
// Proxy face normals (one per 2 triangles = 6 faces × 6 verts = 36)
var nrm = array<vec3f, 36>(
vec3f(0,0,1), vec3f(0,0,1), vec3f(0,0,1),
vec3f(0,0,1), vec3f(0,0,1), vec3f(0,0,1),
vec3f(0,0,-1), vec3f(0,0,-1), vec3f(0,0,-1),
vec3f(0,0,-1), vec3f(0,0,-1), vec3f(0,0,-1),
vec3f(0,1,0), vec3f(0,1,0), vec3f(0,1,0),
vec3f(0,1,0), vec3f(0,1,0), vec3f(0,1,0),
vec3f(0,-1,0), vec3f(0,-1,0), vec3f(0,-1,0),
vec3f(0,-1,0), vec3f(0,-1,0), vec3f(0,-1,0),
vec3f(1,0,0), vec3f(1,0,0), vec3f(1,0,0),
vec3f(1,0,0), vec3f(1,0,0), vec3f(1,0,0),
vec3f(-1,0,0), vec3f(-1,0,0), vec3f(-1,0,0),
vec3f(-1,0,0), vec3f(-1,0,0), vec3f(-1,0,0)
);
let obj = object_data.objects[instance_index];
let p = pos[vertex_index];
let n = nrm[vertex_index];
let world_pos = obj.model * vec4f(p, 1.0);
let clip_pos = globals.view_proj * world_pos;
// Transform normal by inverse-transpose (upper-left 3×3 of inv_model^T)
let world_normal = normalize((obj.inv_model * vec4f(n, 0.0)).xyz);
var out: VertexOutput;
out.position = clip_pos;
out.world_pos = world_pos.xyz;
out.world_normal = world_normal;
out.color = obj.color;
out.instance_index = instance_index;
return out;
}
struct GBufOutput {
@location(0) albedo: vec4f, // rgba16float: material color
@location(1) normal_mat: vec4f, // rgba16float: oct-normal XY in RG, mat_id/255 in B
}
@fragment
fn fs_main(in: VertexOutput) -> GBufOutput {
let obj = object_data.objects[in.instance_index];
let mat_id = f32(in.instance_index) / 255.0;
// Oct-encode world normal, remap [-1,1] → [0,1] for storage
let oct = oct_encode(normalize(in.world_normal)) * 0.5 + vec2f(0.5);
var out: GBufOutput;
out.albedo = vec4f(in.color.rgb, 1.0);
out.normal_mat = vec4f(oct.x, oct.y, mat_id, 0.0);
return out;
}
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