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 -6
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@@ -13,11 +13,20 @@
// ── Group 0: frame uniforms (shared) ──────────────────────────────────────
struct Uniforms {
view_proj: mat4x4<f32>,
camera_pos: vec4<f32>,
viewport_size: vec2<f32>,
world_per_pixel: f32,
_pad: 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) var<uniform> u: Uniforms;
@@ -96,7 +105,7 @@ struct VOut {
// fragment shader stays at full f32 precision so the in_polygon /
// pattern math doesn't catastrophically cancel.
let world = vec3<f32>(v.pos.x + h.origin.x, v.pos.y + h.origin.y, v.pos.z);
o.clip = u.view_proj * vec4<f32>(world, 1.0);
o.clip = u.view_rot * vec4<f32>((world - u.eye_high) - u.eye_low, 1.0);
o.xz = vec2<f32>(v.pos.x, v.pos.y);
return o;
}