refactor: add common shaders helpers + fix shadow export
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// Shared helpers, concatenated into every shader at build time via
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// `concat!`/`include_str!` (see renderer.rs / buddhabrot.rs). Keep this file
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// free of anything that differs between pipelines (e.g. a `Uniforms` struct —
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// mandelbrot/colorize and buddhabrot each have their own shape) since every
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// shader gets the whole thing spliced in.
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// Fullscreen triangle vertex position: one triangle that covers the whole
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// viewport (cheaper than a quad's two), shared by every full-screen vertex
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// shader in this project.
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fn fullscreen_triangle_pos(idx: u32) -> vec2<f32> {
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var verts = array<vec2<f32>, 3>(
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vec2<f32>(-1.0, -1.0),
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vec2<f32>(3.0, -1.0),
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vec2<f32>(-1.0, 3.0),
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);
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return verts[idx];
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}
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// Complex multiply.
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fn cmul(a: vec2<f32>, b: vec2<f32>) -> vec2<f32> {
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return vec2<f32>(a.x * b.x - a.y * b.y, a.x * b.y + a.y * b.x);
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}
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// z^p for a complex exponent p, via the principal branch z^p = exp(p * ln z),
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// ln z = ln|z| + i*arg(z). z = 0 maps to 0 (the correct limit for the
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// Re(p) > 0 region the UI exposes; ln(0) would otherwise be -inf).
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fn cpow(z: vec2<f32>, p: vec2<f32>) -> vec2<f32> {
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let r2 = dot(z, z);
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if r2 < 1e-30 {
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return vec2<f32>(0.0, 0.0);
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}
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let ln_r = 0.5 * log(r2);
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let theta = atan2(z.y, z.x);
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let mag = exp(p.x * ln_r - p.y * theta);
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let ang = p.x * theta + p.y * ln_r;
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return mag * vec2<f32>(cos(ang), sin(ang));
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}
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// Iteration formula selector, shared by the perturbation (mandelbrot.wgsl)
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// and direct (buddhabrot.wgsl) iteration paths. Must match `FractalKind` in
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// reference.rs.
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const KIND_MANDELBROT: u32 = 0u;
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const KIND_BURNING_SHIP: u32 = 1u;
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const KIND_TRICORN: u32 = 2u;
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const KIND_MULTIBROT: u32 = 3u;
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const KIND_CELTIC: u32 = 4u;
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const KIND_PERPENDICULAR: u32 = 5u;
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const KIND_BUFFALO: u32 = 6u;
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const KIND_PHOENIX: u32 = 7u;
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const KIND_LAMBDA: u32 = 8u;
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const KIND_COMPLEX_MULTIBROT: u32 = 9u;
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