Use symmetric HexTile cell coordinates on CPU and GPU

Keep the existing regression and tolerance while preserving upstream
WireRemoval and test-service recovery changes.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
sanyamsingh001
2026-10-18 21:48:26 +00:00
co-authored by Codex
130 changed files with 6748 additions and 448 deletions
+55 -16
View File
@@ -288,6 +288,53 @@ struct FOut {
@location(1) depth: u32,
};
// shade::to_light: unit direction to the light (xyz) and its distance (w).
fn to_light(kind: u32, lpos: vec3<f32>, ldir: vec3<f32>, pos: vec3<f32>) -> vec4<f32> {
if (kind == 0u) {
return vec4<f32>(-ldir, 1e30);
}
let d = lpos - pos;
let len = sqrt(dot(d, d));
if (len < 1e-6) {
return vec4<f32>(0.0, 0.0, -1.0, 0.0);
}
return vec4<f32>(d / len, len);
}
// shade::shadow_only: the strongest shadow any light casts on the fragment.
fn shadow_only_amount(unlit: bool, normal: vec3<f32>, front: bool, pos: vec3<f32>) -> f32 {
var amount = 0.0;
if (unlit) {
return amount;
}
var n = norm3(normal);
if (!front) {
n = -n;
}
let nl_count = u32(g.fwd.w);
for (var li = 0u; li < nl_count; li = li + 1u) {
let lb = li * LIGHT_STRIDE;
let l0 = lights[lb];
let l1 = lights[lb + 1u];
let l2 = lights[lb + 2u];
let l3 = lights[lb + 3u];
let l4 = lights[lb + 4u];
let kind = u32(l0.w);
let tl = to_light(kind, l0.xyz, l1.xyz, pos);
let to_l = tl.xyz;
let dist = tl.w;
if (attenuation(kind, u32(l3.x), l3.y, l3.z, l2.w, l1.w, l1.xyz, to_l, dist) <= 0.0) {
continue;
}
let n_l = dot(n, to_l);
if (n_l <= 0.0) {
continue;
}
amount = max(amount, 1.0 - light_shadow(li, kind, l0.xyz, i32(l3.w), l4.x, pos, n_l));
}
return amount;
}
@fragment
fn fs(i: VOut, @builtin(front_facing) front: bool) -> FOut {
let mb = i.material * MAT_STRIDE;
@@ -302,6 +349,7 @@ fn fs(i: VOut, @builtin(front_facing) front: bool) -> FOut {
let unlit = (flags & 2u) != 0u;
let accepts_lights = (flags & 4u) != 0u;
let receives_shadows = (flags & 8u) != 0u;
let shadows_only = (flags & 16u) != 0u;
let alpha_mode = (flags >> 8u) & 3u;
if (!front && !double_sided) {
discard;
@@ -330,6 +378,10 @@ fn fs(i: VOut, @builtin(front_facing) front: bool) -> FOut {
}
var out: FOut;
out.depth = bitcast<u32>(dot(g.view_z.xyz, i.pos) + g.view_z.w);
if (shadows_only) {
out.color = vec4<f32>(0.0, 0.0, 0.0, alpha * shadow_only_amount(unlit || !accepts_lights, i.normal, front, i.pos));
return out;
}
if (unlit || !accepts_lights || g.env2.y < 0.5) {
let c = rgb + emissive;
out.color = vec4<f32>(c * alpha, alpha);
@@ -381,22 +433,9 @@ fn fs(i: VOut, @builtin(front_facing) front: bool) -> FOut {
let l3 = lights[lb + 3u];
let l4 = lights[lb + 4u];
let kind = u32(l0.w);
var to_l: vec3<f32>;
var dist: f32;
if (kind == 0u) {
to_l = -l1.xyz;
dist = 1e30;
} else {
let d = l0.xyz - i.pos;
let len = sqrt(dot(d, d));
if (len < 1e-6) {
to_l = vec3<f32>(0.0, 0.0, -1.0);
dist = 0.0;
} else {
to_l = d / len;
dist = len;
}
}
let tl = to_light(kind, l0.xyz, l1.xyz, i.pos);
let to_l = tl.xyz;
let dist = tl.w;
let k = attenuation(kind, u32(l3.x), l3.y, l3.z, l2.w, l1.w, l1.xyz, to_l, dist);
if (k <= 0.0) {
continue;
+4 -2
View File
@@ -830,7 +830,7 @@ fn fp2_io_final(@builtin(global_invocation_id) gid: vec3<u32>) {
}
// ---------------------------------------------------------------- CC Simple Wire Removal (keying2::wire_removal)
// u[0].x = style; f[0] = (ax, ay, nx, ny); f[1] = (hw thickness, soft width, mirror).
// u[0].x = style; f[0] = (ax, ay, nx, ny); f[1] = (hw thickness, soft width, mirror, segment length).
fn fp2_wire_pos(base: vec2<f32>, nrm: vec2<f32>, s: f32) -> vec4<f32> {
return sample_bilinear_clamped(src, base.x + nrm.x * s, base.y + nrm.y * s);
@@ -853,7 +853,9 @@ fn fp2_wire(@builtin(global_invocation_id) gid: vec3<u32>) {
let q = vec2<f32>(fx - a.x, fy - a.y);
let d = q.x * nrm.x + q.y * nrm.y;
let ad = abs(d);
if (ad > hw + soft_w) {
// The wire is the segment A to B: the tangent is the normal turned back by 90 degrees.
let along = q.x * nrm.y - q.y * nrm.x;
if (along < 0.0 || along > P.f[1].w || ad > hw + soft_w) {
textureStore(out, p, px);
return;
}