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nordisk/facett

facett-graph3d/src/logo3d/logo.wgsl

// 3D znippy rabbit logo — yaw/tilt rotation + Lambert shading against the theme
// accent. Matches `Uniforms` / `Vertex` in gpu.rs.

struct Uniforms {
    yaw: f32,
    tilt: f32,
    scale: f32,
    _pad0: f32,
    accent: vec3<f32>,
    _pad1: f32,
};

@group(0) @binding(0) var<uniform> U: Uniforms;

struct VsIn {
    @location(0) pos: vec3<f32>,
    @location(1) nrm: vec3<f32>,
};

struct VsOut {
    @builtin(position) clip: vec4<f32>,
    @location(0) nrm: vec3<f32>,
};

fn rotate(p: vec3<f32>) -> vec3<f32> {
    let cy = cos(U.yaw);
    let sy = sin(U.yaw);
    let x1 = p.x * cy + p.z * sy;
    let z1 = -p.x * sy + p.z * cy;
    let ct = cos(U.tilt);
    let st = sin(U.tilt);
    let y2 = p.y * ct - z1 * st;
    let z2 = p.y * st + z1 * ct;
    return vec3<f32>(x1, y2, z2);
}

@vertex
fn vs(in: VsIn) -> VsOut {
    var out: VsOut;
    let rp = rotate(in.pos) * U.scale;
    // Map design-space y-up to clip-space (y up), push z into [0,1] depth.
    out.clip = vec4<f32>(rp.x, rp.y, rp.z * 0.5 + 0.5, 1.0);
    out.nrm = rotate(in.nrm);
    return out;
}

@fragment
fn fs(in: VsOut) -> @location(0) vec4<f32> {
    let light = normalize(vec3<f32>(-0.4, 0.6, 0.7));
    let n = normalize(in.nrm);
    let diff = max(dot(n, light), 0.0);
    let shade = clamp(0.28 + 0.72 * diff, 0.0, 1.0);
    return vec4<f32>(U.accent * shade, 1.0);
}