feat(render): relative-to-eye for mesh, image, face3d and hatch pipelines

Switch the remaining world-space shaders (mesh, image, face3d, hatch,
hatch_batched) to the same relative-to-eye transform the wire pipeline
uses: subtract the eye (high+low f32) per vertex and multiply by the
rotation-only view-projection. Each shader's Uniforms struct is widened
to the full shared layout so the appended RTE fields land at the correct
offsets. Math is unchanged (proj·R·(pos−eye)); large coordinates no
longer jitter on camera movement.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-06-23 18:28:52 +03:00
1 parent 2a9416464e
commit a0b4968ad2
5 files changed
+67 -27

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+15 -4
View File
@@ -5,9 +5,20 @@
// color [f32; 4] offset 12 16 B
struct Uniforms {
view_proj: mat4x4<f32>,
viewport: vec2<f32>,
_pad: vec2<f32>,
view_proj: mat4x4<f32>,
camera_pos: vec4<f32>,
viewport_size: vec2<f32>,
world_per_pixel: f32,
lwdisplay_enable: f32,
flat_shade: f32,
transparency_enable: f32,
_pad: vec2<f32>,
// Relative-to-eye (double-single): see wire.wgsl.
view_rot: mat4x4<f32>,
eye_high: vec3<f32>,
_pad_eh: f32,
eye_low: vec3<f32>,
_pad_el: f32,
};
@group(0) @binding(0)
@@ -31,7 +42,7 @@ const DRAW_ORDER_BIAS: f32 = 0.001;
@vertex
fn vs_main(v: VertexIn) -> VertexOut {
var out: VertexOut;
out.clip_pos = u.view_proj * vec4<f32>(v.position, 1.0);
out.clip_pos = u.view_rot * vec4<f32>((v.position - u.eye_high) - u.eye_low, 1.0);
out.clip_pos.z = out.clip_pos.z - v.draw_depth * DRAW_ORDER_BIAS * out.clip_pos.w;
out.color = v.color;
return out;