alice-sdf 5.0.0

ALICE-SDF: 3D/Spatial Data Specialist — Store laws, not polygons. GLSL/WGSL/HLSL transpile, SVO, GPU marching cubes, texture-fit, procedural CSG. Optional bridges to alice-physics / alice-codec / libasp / alice-cache behind features.
Documentation
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//! WGSL Transpiler: SDF to WebGPU Shading Language (Dynamic Edition)
//!
//! Supports "Hardcoded" (max speed) and "Dynamic" (animation) modes.
//!
//! - **Hardcoded**: Constants baked into shader (fastest execution, requires recompile on change)
//! - **Dynamic**: Constants read from uniform buffer (fast update via `write_buffer`, good execution)
//!
//! # Deep Fried Optimizations
//!
//! - **Division Exorcism**: Replaces `/k` with `* inv_k` in smooth ops
//! - **Inline Smooth Ops**: Pre-computes reciprocals at transpile time
//! - **FMA-friendly**: Structures operations for GPU FMA units
//!
//! Author: Moroya Sakamoto

use super::super::transpiler_common::ShaderLang;
use crate::types::SdfNode;
use std::fmt::Write;

// ============================================================================
// WgslLang: ShaderLang trait implementation for WGSL
// ============================================================================

/// Marker type for WGSL shader language syntax
pub struct WgslLang;

impl crate::compiled::transpiler_common::private::Sealed for WgslLang {}

impl ShaderLang for WgslLang {
    const NAME: &'static str = "wgsl";

    fn vec2_ctor(x: &str, y: &str) -> String {
        format!("vec2<f32>({}, {})", x, y)
    }
    fn vec3_ctor(x: &str, y: &str, z: &str) -> String {
        format!("vec3<f32>({}, {}, {})", x, y, z)
    }
    fn vec4_ctor(x: &str, y: &str, z: &str, w: &str) -> String {
        format!("vec4<f32>({}, {}, {}, {})", x, y, z, w)
    }
    fn vec2_zero() -> &'static str {
        "vec2<f32>(0.0)"
    }
    fn vec3_zero() -> &'static str {
        "vec3<f32>(0.0)"
    }
    fn vec2_splat(v: &str) -> String {
        format!("vec2<f32>({})", v)
    }
    fn vec3_splat(v: &str) -> String {
        format!("vec3<f32>({})", v)
    }
    fn decl_float(name: &str, expr: &str) -> String {
        format!("    let {} = {};\n", name, expr)
    }
    fn decl_vec2(name: &str, expr: &str) -> String {
        format!("    let {} = {};\n", name, expr)
    }
    fn decl_vec3(name: &str, expr: &str) -> String {
        format!("    let {} = {};\n", name, expr)
    }
    fn decl_mut_float(name: &str, expr: &str) -> String {
        format!("    var {} = {};\n", name, expr)
    }
    fn decl_mut_vec2(name: &str, expr: &str) -> String {
        format!("    var {} = {};\n", name, expr)
    }
    fn decl_mut_vec3(name: &str, expr: &str) -> String {
        format!("    var {} = {};\n", name, expr)
    }
    fn decl_mut_float_typed(name: &str) -> String {
        format!("    var {}: f32;\n", name)
    }
    fn decl_mut_vec3_typed(name: &str) -> String {
        format!("    var {}: vec3<f32>;\n", name)
    }
    fn select_expr(cond: &str, true_val: &str, false_val: &str) -> String {
        format!("select({}, {}, {})", false_val, true_val, cond)
    }
    fn modulo_expr(a: &str, b: &str) -> String {
        // Floor modulo like the CPU law (`p_mod1_r`) and GLSL `mod()`; WGSL
        // `%` is truncated (sign of the dividend) and drifted by a whole
        // column period for negative operands.
        format!("(({a}) - ({b}) * floor(({a}) / ({b})))")
    }
    fn cast_float(expr: &str) -> String {
        format!("f32({})", expr)
    }
    fn cast_int(expr: &str) -> String {
        format!("i32({})", expr)
    }
    fn decl_int(name: &str, expr: &str) -> String {
        format!("    let {name}: i32 = {expr};\n")
    }
    fn global_float_array(name: &str, values: &[f32]) -> String {
        let n = values.len();
        let items: Vec<String> = values
            .iter()
            .map(|v| super::super::transpiler_common::lit(*v))
            .collect();
        format!(
            "var<private> {name}: array<f32, {n}> = array<f32, {n}>({});\n",
            items.join(", ")
        )
    }
    fn global_vec3_fn(name: &str, body: &str) -> String {
        format!("fn {name}(p: vec3<f32>) -> vec3<f32> {{\n{body}}}\n")
    }
    fn select_float(cond: &str, a: &str, b: &str) -> String {
        format!("select({b}, {a}, {cond})")
    }
    fn for_loop_int(name: &str, init: i32, cond: &str, _incr: &str) -> String {
        format!(
            "    var {} = {}i;\n    loop {{\n        if !({}) {{ break; }}\n",
            name, init, cond
        )
    }
    fn param_dynamic(vec_idx: usize, comp: &str) -> String {
        format!("sdf_params.data[{}].{}", vec_idx, comp)
    }
    fn func_signature() -> &'static str {
        "fn sdf_eval(p: vec3<f32>) -> f32 {"
    }
    const CAPSULE_DEGENERATE_GUARD: bool = true;
    const CAPSULE_RE_EMIT_PARAMS: bool = false;
    fn helper_source(name: &str) -> Option<&'static str> {
        match name {
            "smooth_min" => Some(HELPER_SMOOTH_MIN),
            "smooth_max" => Some(HELPER_SMOOTH_MAX),
            "quat_rotate" => Some(HELPER_QUAT_ROTATE),
            "alice_atan2" => Some(HELPER_ALICE_ATAN2),
            "hash_noise" => Some(HELPER_HASH_NOISE),
            "taper_bound" => Some(HELPER_TAPER_BOUND),
            "perlin_noise" => Some(HELPER_PERLIN_NOISE),
            "sdf_rounded_cone" => Some(HELPER_SDF_ROUNDED_CONE),
            "sdf_pyramid" => Some(HELPER_SDF_PYRAMID),
            "sdf_octahedron" => Some(HELPER_SDF_OCTAHEDRON),
            "sdf_hex_prism" => Some(HELPER_SDF_HEX_PRISM),
            "sdf_link" => Some(HELPER_SDF_LINK),
            "sdf_triangle" => Some(HELPER_SDF_TRIANGLE),
            "sdf_bezier" => Some(HELPER_SDF_BEZIER),
            "sdf_capped_cone" => Some(HELPER_SDF_CAPPED_CONE),
            "sdf_capped_torus" => Some(HELPER_SDF_CAPPED_TORUS),
            "sdf_rounded_cylinder" => Some(HELPER_SDF_ROUNDED_CYLINDER),
            "sdf_triangular_prism" => Some(HELPER_SDF_TRIANGULAR_PRISM),
            "sdf_cut_sphere" => Some(HELPER_SDF_CUT_SPHERE),
            "sdf_cut_hollow_sphere" => Some(HELPER_SDF_CUT_HOLLOW_SPHERE),
            "sdf_death_star" => Some(HELPER_SDF_DEATH_STAR),
            "sdf_solid_angle" => Some(HELPER_SDF_SOLID_ANGLE),
            "sdf_rhombus" => Some(HELPER_SDF_RHOMBUS),
            "sdf_horseshoe" => Some(HELPER_SDF_HORSESHOE),
            "sdf_vesica" => Some(HELPER_SDF_VESICA),
            "sdf_infinite_cone" => Some(HELPER_SDF_INFINITE_CONE),
            "sdf_heart" => Some(HELPER_SDF_HEART),
            "sdf_tube" => Some(HELPER_SDF_TUBE),
            "sdf_barrel" => Some(HELPER_SDF_BARREL),
            "sdf_diamond" => Some(HELPER_SDF_DIAMOND),
            "sdf_chamfered_cube" => Some(HELPER_SDF_CHAMFERED_CUBE),
            "sdf_superellipsoid" => Some(HELPER_SDF_SUPERELLIPSOID),
            "sdf_rounded_x" => Some(HELPER_SDF_ROUNDED_X),
            "sdf_pie" => Some(HELPER_SDF_PIE),
            "columns" => Some(HELPER_COLUMNS),
            "icosahedral_fold" => Some(HELPER_ICOSAHEDRAL_FOLD),
            "octant_mirror" => Some(HELPER_OCTANT_MIRROR),
            "sdf_trapezoid" => Some(HELPER_SDF_TRAPEZOID),
            "sdf_parallelogram" => Some(HELPER_SDF_PARALLELOGRAM),
            "sdf_tunnel" => Some(HELPER_SDF_TUNNEL),
            "sdf_uneven_capsule" => Some(HELPER_SDF_UNEVEN_CAPSULE),
            "sdf_egg" => Some(HELPER_SDF_EGG),
            "sdf_arc_shape" => Some(HELPER_SDF_ARC_SHAPE),
            "sdf_moon" => Some(HELPER_SDF_MOON),
            "sdf_cross_shape" => Some(HELPER_SDF_CROSS_SHAPE),
            "sdf_blobby_cross" => Some(HELPER_SDF_BLOBBY_CROSS),
            "sdf_parabola_segment" => Some(HELPER_SDF_PARABOLA_SEGMENT),
            "sdf_regular_polygon" => Some(HELPER_SDF_REGULAR_POLYGON),
            "sdf_star_polygon" => Some(HELPER_SDF_STAR_POLYGON),
            "sdf_stairs" => Some(HELPER_SDF_STAIRS),
            "sdf_helix" => Some(HELPER_SDF_HELIX),
            "sdf_ellipsoid" => Some(HELPER_SDF_ELLIPSOID),
            "bezier_distance_2d" => Some(HELPER_BEZIER_DISTANCE_2D),
            "sdf_tetrahedron" => Some(HELPER_SDF_TETRAHEDRON),
            "sdf_dodecahedron" => Some(HELPER_SDF_DODECAHEDRON),
            "sdf_icosahedron" => Some(HELPER_SDF_ICOSAHEDRON),
            "sdf_truncated_octahedron" => Some(HELPER_SDF_TRUNCATED_OCTAHEDRON),
            "sdf_truncated_icosahedron" => Some(HELPER_SDF_TRUNCATED_ICOSAHEDRON),
            _ => None,
        }
    }
}

/// Transpilation mode
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum TranspileMode {
    /// Constants are baked into the shader (Faster execution, slow update)
    Hardcoded,
    /// Constants are read from uniform buffer (Fast update, good execution)
    Dynamic,
}

/// Generated WGSL shader code with metadata
#[derive(Debug, Clone)]
pub struct WgslShader {
    /// The generated WGSL source code (sdf_eval function + helpers)
    pub source: String,
    /// Number of helper functions generated
    pub helper_count: usize,
    /// Initial parameter values (empty for Hardcoded mode)
    pub param_layout: Vec<f32>,
    /// Transpilation mode used
    pub mode: TranspileMode,
    /// [Deep Fried v2] Workgroup size for compute shaders (default 256).
    /// Set via `with_workgroup_size()` after querying device limits.
    pub workgroup_size: u32,
}

impl WgslShader {
    /// Transpile an SDF node tree to WGSL with the specified mode
    pub fn transpile(node: &SdfNode, mode: TranspileMode) -> Self {
        let mut transpiler = WgslTranspiler::new(mode);
        let body = transpiler.transpile_node(node, "p");
        let source = transpiler.generate_shader(&body);

        Self {
            source,
            helper_count: transpiler.helper_functions.len(),
            param_layout: transpiler.params,
            mode,
            workgroup_size: 256, // Default; override with with_workgroup_size()
        }
    }

    /// Extract parameter values from an SDF node tree
    ///
    /// Returns the same parameter layout as produced by `transpile()` in Dynamic mode.
    /// Use this with `GpuEvaluator::update_params()` for zero-latency parameter updates.
    pub fn extract_params(node: &SdfNode) -> Vec<f32> {
        let mut transpiler = WgslTranspiler::new(TranspileMode::Dynamic);
        let _ = transpiler.transpile_node(node, "p");
        transpiler.params
    }

    /// マテリアル評価関数を生成する。
    ///
    /// `WithMaterial` サブツリーを収集し、ヒットポイントで最も近い
    /// サブツリーのマテリアル ID を返す `sdf_eval_material(p) -> f32` を生成する。
    /// マテリアルが存在しない場合は空文字列を返す。
    pub fn transpile_material(node: &SdfNode, mode: TranspileMode) -> String {
        // WithMaterial サブツリーを収集
        let mut materials: Vec<(u32, &SdfNode)> = Vec::new();
        Self::collect_materials(node, &mut materials);
        if materials.is_empty() {
            return String::new();
        }

        // メイン transpile で使われるヘルパーを事前収集(重複排除用)
        let main_shader = Self::transpile(node, mode);
        let main_source = &main_shader.source;

        // 各サブツリーを個別にトランスパイル
        let mut helpers_all = String::new();
        let mut eval_fns = String::new();
        let mut body = String::from("fn sdf_eval_material(p: vec3<f32>) -> f32 {\n");
        body.push_str("    var closest_dist: f32 = 1e10;\n");
        body.push_str("    var mat_id: f32 = 0.0;\n");

        for (i, (mid, child)) in materials.iter().enumerate() {
            let mut transpiler = WgslTranspiler::new(mode);
            let fn_name = format!("sdf_mat_sub_{}", i);
            let inner_body = transpiler.transpile_node(child, "p");

            // ヘルパーを収集(メインソースに既に含まれるものはスキップ)
            for helper in &transpiler.helper_functions {
                if let Some(src) = WgslLang::helper_source(helper) {
                    let fn_sig = format!("fn {}(", helper);
                    if !helpers_all.contains(&fn_sig) && !main_source.contains(&fn_sig) {
                        helpers_all.push_str(src);
                        helpers_all.push('\n');
                    }
                }
            }

            // サブ関数
            write!(
                eval_fns,
                "fn {}(p: vec3<f32>) -> f32 {{\n{}}}\n\n",
                fn_name, inner_body
            )
            .unwrap();

            // 比較コード
            write!(
                body,
                "    let d_m{i} = {fn_name}(p);\n    if (d_m{i} < closest_dist) {{ closest_dist = d_m{i}; mat_id = {mid}.0; }}\n",
                i = i,
                fn_name = fn_name,
                mid = mid,
            )
            .unwrap();
        }

        body.push_str("    return mat_id;\n}\n");

        format!("{}{}{}", helpers_all, eval_fns, body)
    }

    /// SdfNode ツリーから WithMaterial サブツリーを再帰的に収集
    fn collect_materials<'a>(node: &'a SdfNode, out: &mut Vec<(u32, &'a SdfNode)>) {
        match node {
            SdfNode::WithMaterial { child, material_id } => {
                out.push((*material_id, child));
            }
            // 二項演算: 両方の子を再帰探索
            SdfNode::Union { a, b }
            | SdfNode::Intersection { a, b }
            | SdfNode::Subtraction { a, b }
            | SdfNode::SmoothUnion { a, b, .. }
            | SdfNode::SmoothIntersection { a, b, .. }
            | SdfNode::SmoothSubtraction { a, b, .. }
            | SdfNode::ChamferUnion { a, b, .. }
            | SdfNode::ChamferIntersection { a, b, .. }
            | SdfNode::ChamferSubtraction { a, b, .. }
            | SdfNode::StairsUnion { a, b, .. }
            | SdfNode::StairsIntersection { a, b, .. }
            | SdfNode::StairsSubtraction { a, b, .. }
            | SdfNode::XOR { a, b }
            | SdfNode::Morph { a, b, .. }
            | SdfNode::ColumnsUnion { a, b, .. }
            | SdfNode::ColumnsIntersection { a, b, .. }
            | SdfNode::ColumnsSubtraction { a, b, .. }
            | SdfNode::Pipe { a, b, .. }
            | SdfNode::Engrave { a, b, .. }
            | SdfNode::Groove { a, b, .. }
            | SdfNode::Tongue { a, b, .. }
            | SdfNode::ExpSmoothUnion { a, b, .. }
            | SdfNode::ExpSmoothIntersection { a, b, .. }
            | SdfNode::ExpSmoothSubtraction { a, b, .. } => {
                Self::collect_materials(a, out);
                Self::collect_materials(b, out);
            }
            // 単項(子持ち): 子を再帰探索
            SdfNode::Translate { child, .. }
            | SdfNode::Rotate { child, .. }
            | SdfNode::Scale { child, .. }
            | SdfNode::ScaleNonUniform { child, .. }
            | SdfNode::Twist { child, .. }
            | SdfNode::Bend { child, .. }
            | SdfNode::RepeatInfinite { child, .. }
            | SdfNode::RepeatFinite { child, .. }
            | SdfNode::Noise { child, .. }
            | SdfNode::Round { child, .. }
            | SdfNode::Onion { child, .. }
            | SdfNode::Elongate { child, .. }
            | SdfNode::Mirror { child, .. }
            | SdfNode::Revolution { child, .. }
            | SdfNode::Extrude { child, .. }
            | SdfNode::SweepBezier { child, .. }
            | SdfNode::Taper { child, .. }
            | SdfNode::Displacement { child, .. }
            | SdfNode::SineDisplacement { child, .. }
            | SdfNode::PolarRepeat { child, .. }
            | SdfNode::OctantMirror { child, .. }
            | SdfNode::Shear { child, .. }
            | SdfNode::Animated { child, .. }
            | SdfNode::IcosahedralSymmetry { child, .. }
            | SdfNode::IFS { child, .. }
            | SdfNode::HeightmapDisplacement { child, .. }
            | SdfNode::SurfaceRoughness { child, .. }
            | SdfNode::ProjectiveTransform { child, .. }
            | SdfNode::LatticeDeform { child, .. }
            | SdfNode::SdfSkinning { child, .. } => {
                Self::collect_materials(child, out);
            }
            // プリミティブ: 子なし
            _ => {}
        }
    }

    /// [Deep Fried v2] Set workgroup size based on device limits.
    ///
    /// Call with `device.limits().max_compute_workgroup_size_x` to adapt
    /// to the GPU's optimal workgroup size. Clamps to power-of-2 between 64 and 1024.
    pub fn with_workgroup_size(mut self, max_workgroup_x: u32) -> Self {
        // Clamp to power-of-2 <= device limit, between 64..=1024
        let clamped = max_workgroup_x.clamp(64, 1024);
        // Round down to nearest power of 2
        self.workgroup_size = 1 << clamped.ilog2();
        self
    }

    /// Generate a complete compute shader for batch distance evaluation
    pub fn to_compute_shader(&self) -> String {
        let params_decl = if self.mode == TranspileMode::Dynamic {
            "\nstruct Params {\n    data: array<vec4<f32>, 1024>,\n}\n\n@group(0) @binding(3) var<uniform> sdf_params: Params;\n"
        } else {
            ""
        };

        format!(
            r"// ALICE-SDF Generated Compute Shader ({mode:?} Mode)

struct InputPoint {{
    x: f32,
    y: f32,
    z: f32,
    _pad: f32,
}}

struct OutputDistance {{
    distance: f32,
    _pad1: f32,
    _pad2: f32,
    _pad3: f32,
}}

@group(0) @binding(0) var<storage, read> input_points: array<InputPoint>;
@group(0) @binding(1) var<storage, read_write> output_distances: array<OutputDistance>;
@group(0) @binding(2) var<uniform> point_count: u32;
{params_decl}
{sdf_func}

@compute @workgroup_size({wg_size})
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {{
    let idx = global_id.x;
    if (idx >= point_count) {{
        return;
    }}

    let point = input_points[idx];
    let p = vec3<f32>(point.x, point.y, point.z);
    let distance = sdf_eval(p);
    output_distances[idx].distance = distance;
}}
",
            mode = self.mode,
            params_decl = params_decl,
            sdf_func = self.source,
            wg_size = self.workgroup_size,
        )
    }

    /// Generate a compute shader that outputs both distances and normals
    ///
    /// Uses the Tetrahedral Method (4 SDF evaluations) for GPU-side normal estimation.
    /// Output is packed as `(dist, nx, ny, nz)` per point.
    pub fn to_compute_shader_with_normals(&self) -> String {
        let params_decl = if self.mode == TranspileMode::Dynamic {
            "\nstruct Params {\n    data: array<vec4<f32>, 1024>,\n}\n\n@group(0) @binding(3) var<uniform> sdf_params: Params;\n"
        } else {
            ""
        };

        format!(
            r"// ALICE-SDF Generated Compute Shader - Distance + Normals ({mode:?} Mode)

struct InputPoint {{
    x: f32,
    y: f32,
    z: f32,
    _pad: f32,
}}

struct Output {{
    dist: f32,
    nx: f32,
    ny: f32,
    nz: f32,
}}

@group(0) @binding(0) var<storage, read> input_points: array<InputPoint>;
@group(0) @binding(1) var<storage, read_write> output: array<Output>;
@group(0) @binding(2) var<uniform> point_count: u32;
{params_decl}
{sdf_func}

fn estimate_normal(p: vec3<f32>) -> vec3<f32> {{
    let e = 0.001;
    let k0 = vec3<f32>(1.0, -1.0, -1.0);
    let k1 = vec3<f32>(-1.0, -1.0, 1.0);
    let k2 = vec3<f32>(-1.0, 1.0, -1.0);
    let k3 = vec3<f32>(1.0, 1.0, 1.0);

    let d0 = sdf_eval(p + k0 * e);
    let d1 = sdf_eval(p + k1 * e);
    let d2 = sdf_eval(p + k2 * e);
    let d3 = sdf_eval(p + k3 * e);

    return normalize(k0 * d0 + k1 * d1 + k2 * d2 + k3 * d3);
}}

@compute @workgroup_size({wg_size})
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {{
    let idx = gid.x;
    if (idx >= point_count) {{ return; }}

    let pt = input_points[idx];
    let p = vec3<f32>(pt.x, pt.y, pt.z);

    let d = sdf_eval(p);
    let n = estimate_normal(p);

    output[idx].dist = d;
    output[idx].nx = n.x;
    output[idx].ny = n.y;
    output[idx].nz = n.z;
}}
",
            mode = self.mode,
            params_decl = params_decl,
            sdf_func = self.source,
            wg_size = self.workgroup_size,
        )
    }

    /// Get the SDF evaluation function only (for embedding in custom shaders)
    pub fn get_eval_function(&self) -> &str {
        &self.source
    }

    /// Generate a 3D volume bake compute shader
    ///
    /// Dispatches with `@workgroup_size(4, 4, 4)` over the volume grid.
    /// Each thread evaluates one voxel and writes to a flat storage buffer.
    #[cfg(feature = "volume")]
    pub fn to_volume_shader(&self) -> String {
        format!(
            r"// ALICE-SDF Volume Bake Shader (3D Dispatch)

struct VolumeUniforms {{
    resolution: vec4<u32>,
    bounds_min: vec4<f32>,
    bounds_max: vec4<f32>,
}}

@group(0) @binding(0) var<storage, read_write> output_volume: array<f32>;
@group(0) @binding(1) var<uniform> uniforms: VolumeUniforms;

{sdf_func}

@compute @workgroup_size(4, 4, 4)
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {{
    let res = uniforms.resolution.xyz;

    if (gid.x >= res.x || gid.y >= res.y || gid.z >= res.z) {{
        return;
    }}

    let fres = vec3<f32>(f32(res.x) - 1.0, f32(res.y) - 1.0, f32(res.z) - 1.0);
    let t = vec3<f32>(f32(gid.x), f32(gid.y), f32(gid.z)) / max(fres, vec3<f32>(1.0));
    let p = mix(uniforms.bounds_min.xyz, uniforms.bounds_max.xyz, t);

    let distance = sdf_eval(p);

    let idx = gid.x + gid.y * res.x + gid.z * res.x * res.y;
    output_volume[idx] = distance;
}}
",
            sdf_func = self.source,
        )
    }
}

/// Internal transpiler state
struct WgslTranspiler {
    /// Counter for generating unique variable names
    var_counter: usize,
    /// Helper functions that need to be included
    helper_functions: Vec<&'static str>,
    /// Transpilation mode
    mode: TranspileMode,
    /// Collected parameter values (Dynamic mode)
    params: Vec<f32>,
    /// Module-scope data / functions emitted before the entry point
    globals: String,
}

impl WgslTranspiler {
    const fn new(mode: TranspileMode) -> Self {
        Self {
            var_counter: 0,
            helper_functions: Vec::new(),
            mode,
            params: Vec::new(),
            globals: String::new(),
        }
    }

    fn transpile_node(&mut self, node: &SdfNode, point_var: &str) -> String {
        use super::super::transpiler_common::{GenericTranspiler, TranspileModeLang};
        let mode = match self.mode {
            TranspileMode::Hardcoded => TranspileModeLang::Hardcoded,
            TranspileMode::Dynamic => TranspileModeLang::Dynamic,
        };
        let mut generic: GenericTranspiler<WgslLang> = GenericTranspiler::new(mode);
        generic.var_counter = self.var_counter;
        generic.params = std::mem::take(&mut self.params);
        generic.helper_functions = std::mem::take(&mut self.helper_functions);
        generic.globals = std::mem::take(&mut self.globals);
        let body = generic.transpile_node(node, point_var);
        self.globals = generic.globals;
        self.var_counter = generic.var_counter;
        self.params = generic.params;
        self.helper_functions = generic.helper_functions;
        body
    }

    fn generate_shader(&self, body: &str) -> String {
        use super::super::transpiler_common::{GenericTranspiler, TranspileModeLang};
        // Assembled by the language-generic `GenericTranspiler::generate_shader`
        // (helpers from `ShaderLang::helper_source`, then the module-scope
        // globals, then `sdf_eval`) so the three languages share one layout.
        let mut generic: GenericTranspiler<WgslLang> =
            GenericTranspiler::new(TranspileModeLang::Hardcoded);
        generic.helper_functions.clone_from(&self.helper_functions);
        generic.globals.clone_from(&self.globals);
        generic.generate_shader(body)
    }
}

// Helper function definitions
const HELPER_SMOOTH_MIN: &str = r"// Deep Fried Edition: Division-free smooth_min
// inv_k should be pre-computed as 1.0/k
fn smooth_min_fast(a: f32, b: f32, k: f32, inv_k: f32) -> f32 {
    let h = max(1.0 - abs(a - b) * inv_k, 0.0);  // same rounding as the CPU law
    return min(a, b) - h * h * (k * 0.25);
}

// Legacy smooth_min (slower, uses division)
fn smooth_min(a: f32, b: f32, k: f32) -> f32 {
    return smooth_min_fast(a, b, k, 1.0 / k);
}";

const HELPER_SMOOTH_MAX: &str = r"// Deep Fried Edition: Division-free smooth_max
fn smooth_max_fast(a: f32, b: f32, k: f32, inv_k: f32) -> f32 {
    let h = max(1.0 - abs(a - b) * inv_k, 0.0);
    return max(a, b) + h * h * (k * 0.25);
}

fn smooth_max(a: f32, b: f32, k: f32) -> f32 {
    return smooth_max_fast(a, b, k, 1.0 / k);
}";

const HELPER_TAPER_BOUND: &str = r"// Same law as `alice_sdf::compiled::real::taper_bound` (Jacobian ball + cone ∩ slab).
fn alice_taper_bound(d: f32, p: vec3<f32>, factor: f32, rx: f32, ry: f32) -> f32 {
    let fa = abs(factor);
    if (fa == 0.0) { return d; }
    let den_abs = max(abs(1.0 - p.y * factor), 1e-6);
    let s = 1.0 / den_abs;
    let rho = sqrt(p.x * p.x + p.z * p.z);
    let d_abs = abs(d);
    let j0 = max(s, 1.0) + fa * s * s * rho;
    let r = min(d_abs / j0, den_abs / (fa + fa));
    let den1 = max(den_abs - fa * r, 1e-6);
    let s1 = 1.0 / den1;
    let j1 = max(s1, 1.0) + fa * s1 * s1 * (rho + r);
    let mag = min(d_abs / j1, r);
    let d_j = select(mag, -mag, d < 0.0);
    if (rx >= 1e30 || ry >= 1e30) { return d_j; }
    let k = rx * fa;
    let inv_n = 1.0 / sqrt(1.0 + k * k);
    let big_y = p.y - 1.0 / factor;
    let d_cone = (rho - k * abs(big_y)) * inv_n;
    let d_slab = abs(p.y) - ry;
    let d_region = max(d_cone, d_slab);
    return select(max(d_j, d_region), d_j, d < 0.0);
}";

const HELPER_HASH_NOISE: &str = crate::modifiers::HASH_NOISE_WGSL;

const HELPER_PERLIN_NOISE: &str = r"fn alice_perlin_hash(x: i32, y: i32, z: i32, seed: u32) -> u32 {
    var h = seed;
    h ^= bitcast<u32>(x);
    h *= 0x85EBCA6Bu;
    h ^= bitcast<u32>(y);
    h *= 0xC2B2AE35u;
    h ^= bitcast<u32>(z);
    h *= 0x27D4EB2Du;
    h ^= h >> 16u;
    return h;
}
fn alice_perlin_grad(h: u32, c0: vec3<f32>) -> f32 {
    var lut = array<u32, 16>(4u, 5u, 6u, 7u, 8u, 9u, 10u, 11u, 24u, 25u, 26u, 27u, 16u, 10u, 18u, 9u);
    var c = c0;
    let e = lut[h & 15u];
    let u_src = (e >> 4u) & 3u;
    let v_src = (e >> 2u) & 3u;
    let u_sign = 1.0 - 2.0 * f32((e >> 1u) & 1u);
    let v_sign = 1.0 - 2.0 * f32(e & 1u);
    return c[u_src] * u_sign + c[v_src] * v_sign;
}
fn alice_perlin_fade(t: f32) -> f32 {
    return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
}
// Same law as `alice_sdf::modifiers::perlin_noise_3d` (integer lattice hash + 16-gradient LUT + quintic fade).
fn perlin_noise_3d(p: vec3<f32>, seed: u32) -> f32 {
    let fl = floor(p);
    let xi = i32(fl.x);
    let yi = i32(fl.y);
    let zi = i32(fl.z);
    let f = p - fl;
    let u = alice_perlin_fade(f.x);
    let v = alice_perlin_fade(f.y);
    let w = alice_perlin_fade(f.z);
    let aaa = alice_perlin_grad(alice_perlin_hash(xi, yi, zi, seed), f);
    let aba = alice_perlin_grad(alice_perlin_hash(xi, yi + 1, zi, seed), vec3<f32>(f.x, f.y - 1.0, f.z));
    let aab = alice_perlin_grad(alice_perlin_hash(xi, yi, zi + 1, seed), vec3<f32>(f.x, f.y, f.z - 1.0));
    let abb = alice_perlin_grad(alice_perlin_hash(xi, yi + 1, zi + 1, seed), vec3<f32>(f.x, f.y - 1.0, f.z - 1.0));
    let baa = alice_perlin_grad(alice_perlin_hash(xi + 1, yi, zi, seed), vec3<f32>(f.x - 1.0, f.y, f.z));
    let bba = alice_perlin_grad(alice_perlin_hash(xi + 1, yi + 1, zi, seed), vec3<f32>(f.x - 1.0, f.y - 1.0, f.z));
    let bab = alice_perlin_grad(alice_perlin_hash(xi + 1, yi, zi + 1, seed), vec3<f32>(f.x - 1.0, f.y, f.z - 1.0));
    let bbb = alice_perlin_grad(alice_perlin_hash(xi + 1, yi + 1, zi + 1, seed), vec3<f32>(f.x - 1.0, f.y - 1.0, f.z - 1.0));
    let x0 = aaa + u * (baa - aaa);
    let x1 = aba + u * (bba - aba);
    let x2 = aab + u * (bab - aab);
    let x3 = abb + u * (bbb - abb);
    let y0 = x0 + v * (x1 - x0);
    let y1 = x2 + v * (x3 - x2);
    return y0 + w * (y1 - y0);
}";

/// `atan2` with the CPU law's exact axis cases (see the GLSL twin).
const HELPER_ALICE_ATAN2: &str = r"fn alice_atan2(y: f32, x: f32) -> f32 {
    let sy = bitcast<i32>(y) < 0;
    let sx = bitcast<i32>(x) < 0;
    var r = atan2(y, x);
    r = select(r, select(1.5707964, -1.5707964, sy), x == 0.0);
    r = select(r, select(y, select(3.1415927, -3.1415927, sy), sx), y == 0.0);
    return r;
}
";

const HELPER_QUAT_ROTATE: &str = r"fn quat_rotate(v: vec3<f32>, q: vec4<f32>) -> vec3<f32> {
    let t = 2.0 * cross(q.xyz, v);
    return v + q.w * t + cross(q.xyz, t);
}";

const HELPER_SDF_ROUNDED_CONE: &str = r"fn sdf_rounded_cone(p: vec3<f32>, r1: f32, r2: f32, h: f32) -> f32 {
    let qx = length(p.xz);
    let qy = p.y + h;
    let ht = h * 2.0;
    let b = (r1 - r2) / ht;
    let a = sqrt(1.0 - b * b);
    let k = qx * (-b) + qy * a;
    if (k < 0.0) { return length(vec2<f32>(qx, qy)) - r1; }
    if (k > a * ht) { return length(vec2<f32>(qx, qy - ht)) - r2; }
    return qx * a + qy * b - r1;
}
";

const HELPER_SDF_PYRAMID: &str = r"fn sdf_pyramid(p: vec3<f32>, h: f32) -> f32 {
    let ht = h * 2.0;
    let m2 = ht * ht + 0.25;
    let py = p.y + h;
    var px = abs(p.x);
    var pz = abs(p.z);
    if (pz > px) { let tmp = px; px = pz; pz = tmp; }
    px -= 0.5;
    pz -= 0.5;
    let qx = pz;
    let qy = ht * py - 0.5 * px;
    let qz = ht * px + 0.5 * py;
    let s = max(-qx, 0.0);
    let t = clamp((qy - 0.5 * pz) / (m2 + 0.25), 0.0, 1.0);
    let a = m2 * (qx + s) * (qx + s) + qy * qy;
    let b = m2 * (qx + 0.5 * t) * (qx + 0.5 * t) + (qy - m2 * t) * (qy - m2 * t);
    var d2: f32;
    if (min(-qx * m2 - qy * 0.5, qy) > 0.0) { d2 = 0.0; } else { d2 = min(a, b); }
    return sqrt((d2 + qz * qz) / m2) * select(1.0, -1.0, max(qz, -py) < 0.0);
}
";

const HELPER_SDF_OCTAHEDRON: &str = r"fn sdf_octahedron(p: vec3<f32>, s: f32) -> f32 {
    let ap = abs(p);
    let m = ap.x + ap.y + ap.z - s;
    var q: vec3<f32>;
    if (3.0 * ap.x < m) { q = ap; }
    else if (3.0 * ap.y < m) { q = vec3<f32>(ap.y, ap.z, ap.x); }
    else if (3.0 * ap.z < m) { q = vec3<f32>(ap.z, ap.x, ap.y); }
    else { return m * 0.57735027; }
    let k = clamp(0.5 * (q.z - q.y + s), 0.0, s);
    return length(vec3<f32>(q.x, q.y - s + k, q.z - k));
}
";

const HELPER_SDF_HEX_PRISM: &str = r"fn sdf_hex_prism(p: vec3<f32>, hex_r: f32, h: f32) -> f32 {
    let kx: f32 = -0.8660254;
    let ky: f32 = 0.5;
    let kz: f32 = 0.57735027;
    var px = abs(p.x);
    var py = abs(p.y);
    let pz = abs(p.z);
    let dot_kxy = kx * px + ky * py;
    let refl = 2.0 * min(dot_kxy, 0.0);
    px -= refl * kx;
    py -= refl * ky;
    let clamped_x = clamp(px, -kz * hex_r, kz * hex_r);
    let dx = px - clamped_x;
    let dy = py - hex_r;
    let d_xy = sqrt(dx * dx + dy * dy) * select(1.0, -1.0, dy < 0.0);
    let d_z = pz - h;
    return min(max(d_xy, d_z), 0.0) + length(max(vec2<f32>(d_xy, d_z), vec2<f32>(0.0)));
}
";

const HELPER_SDF_TRIANGLE: &str = r"fn sdf_triangle(p: vec3<f32>, a: vec3<f32>, b: vec3<f32>, c: vec3<f32>) -> f32 {
    let ba = b - a; let pa = p - a;
    let cb = c - b; let pb = p - b;
    let ac = a - c; let pc = p - c;
    let nor = cross(ba, ac);
    let sign_check = sign(dot(cross(ba, nor), pa)) +
                     sign(dot(cross(cb, nor), pb)) +
                     sign(dot(cross(ac, nor), pc));
    if (sign_check < 2.0) {
        let d1 = dot(ba * clamp(dot(ba, pa) / dot(ba, ba), 0.0, 1.0) - pa,
                      ba * clamp(dot(ba, pa) / dot(ba, ba), 0.0, 1.0) - pa);
        let d2 = dot(cb * clamp(dot(cb, pb) / dot(cb, cb), 0.0, 1.0) - pb,
                      cb * clamp(dot(cb, pb) / dot(cb, cb), 0.0, 1.0) - pb);
        let d3 = dot(ac * clamp(dot(ac, pc) / dot(ac, ac), 0.0, 1.0) - pc,
                      ac * clamp(dot(ac, pc) / dot(ac, ac), 0.0, 1.0) - pc);
        return sqrt(min(min(d1, d2), d3));
    } else {
        return sqrt(dot(nor, pa) * dot(nor, pa) / dot(nor, nor));
    }
}
";

const HELPER_SDF_BEZIER: &str = r"fn sdf_bezier(pos: vec3<f32>, A: vec3<f32>, B: vec3<f32>, C: vec3<f32>, rad: f32) -> f32 {
    let a = B - A;
    let b = A - 2.0 * B + C;
    let c = a * 2.0;
    let d = A - pos;
    let kk = 1.0 / max(dot(b, b), 1e-10);
    let kx = kk * dot(a, b);
    let ky = kk * (2.0 * dot(a, a) + dot(d, b)) / 3.0;
    let kz = kk * dot(d, a);
    let p = ky - kx * kx;
    let q = kx * (2.0 * kx * kx - 3.0 * ky) + kz;
    let p3 = p * p * p;
    let q2 = q * q;
    let h = q2 + 4.0 * p3;
    var res: f32;
    if (h >= 0.0) {
        let sh = sqrt(h);
        let x = (vec2<f32>(sh, -sh) - q) * 0.5;
        let uv = sign(x) * pow(abs(x), vec2<f32>(1.0 / 3.0));
        let t = clamp(uv.x + uv.y - kx, 0.0, 1.0);
        let qp = d + (c + b * t) * t;
        res = dot(qp, qp);
    } else {
        let z = sqrt(-p);
        let v = acos(q / (p * z * 2.0)) / 3.0;
        let m = cos(v);
        let n = sin(v) * 1.732050808;
        let t0 = clamp(( m + m) * z - kx, 0.0, 1.0);
        let t1 = clamp((-n - m) * z - kx, 0.0, 1.0);
        let qp0 = d + (c + b * t0) * t0;
        let qp1 = d + (c + b * t1) * t1;
        res = min(dot(qp0, qp0), dot(qp1, qp1));
    }
    return sqrt(res) - rad;
}
";

const HELPER_SDF_LINK: &str = r"fn sdf_link(p: vec3<f32>, le: f32, r1: f32, r2: f32) -> f32 {
    let qx = p.x;
    let qy = max(abs(p.y) - le, 0.0);
    let qz = p.z;
    let xy_len = sqrt(qx * qx + qy * qy) - r1;
    return sqrt(xy_len * xy_len + qz * qz) - r2;
}
";

const HELPER_SDF_CAPPED_CONE: &str = r"fn sdf_capped_cone(p: vec3<f32>, h: f32, r1: f32, r2: f32) -> f32 {
    let qx = length(p.xz);
    let qy = p.y;
    let k1 = vec2<f32>(r2, h);
    let k2 = vec2<f32>(r2 - r1, 2.0 * h);
    var min_r: f32;
    if (qy < 0.0) { min_r = r1; } else { min_r = r2; }
    let ca = vec2<f32>(qx - min(qx, min_r), abs(qy) - h);
    let q = vec2<f32>(qx, qy);
    let cb = q - k1 + k2 * clamp(dot(k1 - q, k2) / dot(k2, k2), 0.0, 1.0);
    var s: f32;
    if (cb.x < 0.0 && ca.y < 0.0) { s = -1.0; } else { s = 1.0; }
    return s * sqrt(min(dot(ca, ca), dot(cb, cb)));
}
";

const HELPER_SDF_CAPPED_TORUS: &str = r"fn sdf_capped_torus(p: vec3<f32>, ra: f32, rb: f32, an: f32) -> f32 {
    let sc = vec2<f32>(sin(an), cos(an));
    let px = abs(p.x);
    var k: f32;
    if (sc.y * px > sc.x * p.y) {
        k = dot(vec2<f32>(px, p.y), sc);
    } else {
        k = length(vec2<f32>(px, p.y));
    }
    return sqrt(px * px + p.y * p.y + p.z * p.z + ra * ra - 2.0 * ra * k) - rb;
}
";

const HELPER_SDF_ROUNDED_CYLINDER: &str = r"fn sdf_rounded_cylinder(p: vec3<f32>, r: f32, rr: f32, h: f32) -> f32 {
    let d = vec2<f32>(length(p.xz) - r + rr, abs(p.y) - h);
    return min(max(d.x, d.y), 0.0) + length(max(d, vec2<f32>(0.0))) - rr;
}
";

const HELPER_SDF_TRIANGULAR_PRISM: &str = r"fn sdf_triangular_prism(p: vec3<f32>, w: f32, h: f32) -> f32 {
    let q = abs(p);
    return max(q.z - h, max(q.x * 0.866025 + p.y * 0.5, -p.y) - w * 0.5);
}
";

const HELPER_SDF_CUT_SPHERE: &str = r"fn sdf_cut_sphere(p: vec3<f32>, r: f32, h: f32) -> f32 {
    let w = sqrt(max(r * r - h * h, 0.0));
    let q = vec2<f32>(length(p.xz), p.y);
    let s = max((h - r) * q.x * q.x + w * w * (h + r - 2.0 * q.y), h * q.x - w * q.y);
    if (s < 0.0) { return length(q) - r; }
    if (q.x < w) { return h - q.y; }
    return length(q - vec2<f32>(w, h));
}
";

const HELPER_SDF_CUT_HOLLOW_SPHERE: &str = r"fn sdf_cut_hollow_sphere(p: vec3<f32>, r: f32, h: f32, t: f32) -> f32 {
    let w = sqrt(max(r * r - h * h, 0.0));
    let q = vec2<f32>(length(p.xz), p.y);
    if (h * q.x < w * q.y) {
        return length(q - vec2<f32>(w, h)) - t;
    }
    return abs(length(q) - r) - t;
}
";

const HELPER_SDF_DEATH_STAR: &str = r"fn sdf_death_star(p: vec3<f32>, ra: f32, rb: f32, d: f32) -> f32 {
    let a = (ra * ra - rb * rb + d * d) / (2.0 * d);
    let b = sqrt(max(ra * ra - a * a, 0.0));
    let q = vec2<f32>(p.x, length(p.yz));
    if (q.x * b - q.y * a > d * max(b - q.y, 0.0)) {
        return length(q - vec2<f32>(a, b));
    }
    return max(length(q) - ra, -(length(q - vec2<f32>(d, 0.0)) - rb));
}
";

const HELPER_SDF_SOLID_ANGLE: &str = r"fn sdf_solid_angle(p: vec3<f32>, an: f32, ra: f32) -> f32 {
    let c = vec2<f32>(sin(an), cos(an));
    let q = vec2<f32>(length(p.xz), p.y);
    let l = length(q) - ra;
    let m = length(q - c * clamp(dot(q, c), 0.0, ra));
    return max(l, m * sign(c.y * q.x - c.x * q.y));
}
";

const HELPER_SDF_RHOMBUS: &str = r"fn ndot_rh(a: vec2<f32>, b: vec2<f32>) -> f32 {
    return a.x * b.x - a.y * b.y;
}
fn sdf_rhombus(p: vec3<f32>, la: f32, lb: f32, h: f32, ra: f32) -> f32 {
    let ap = abs(p);
    let b = vec2<f32>(la, lb);
    let f = clamp(ndot_rh(b, b - 2.0 * ap.xz) / dot(b, b), -1.0, 1.0);
    let dxz = length(ap.xz - 0.5 * b * vec2<f32>(1.0 - f, 1.0 + f)) * sign(ap.x * b.y + ap.z * b.x - b.x * b.y) - ra;
    let q = vec2<f32>(dxz, ap.y - h);
    return min(max(q.x, q.y), 0.0) + length(max(q, vec2<f32>(0.0)));
}
";

const HELPER_SDF_HORSESHOE: &str = r"fn sdf_horseshoe(pos: vec3<f32>, an: f32, r: f32, le: f32, w: f32, t: f32) -> f32 {
    let c = vec2<f32>(cos(an), sin(an));
    let px = abs(pos.x);
    let l = length(vec2<f32>(px, pos.y));
    var qx = -c.x * px + c.y * pos.y;
    var qy = c.y * px + c.x * pos.y;
    if (!(qy > 0.0 || qx > 0.0)) { qx = l * sign(-c.x); }
    if (!(qx > 0.0)) { qy = l; }
    let bx = qx - le;
    let by = abs(qy - r) - w;
    let d2 = length(max(vec2<f32>(bx, by), vec2<f32>(0.0))) + min(max(bx, by), 0.0);
    let dz = abs(pos.z) - t;
    return length(max(vec2<f32>(d2, dz), vec2<f32>(0.0))) + min(max(d2, dz), 0.0);
}
";

const HELPER_SDF_VESICA: &str = r"fn sdf_vesica(p: vec3<f32>, r: f32, d: f32) -> f32 {
    // Lens of revolution about Y: 2-D vesica in (length(p.xz), |y|) — same law as `sdf_vesica` on the CPU.
    let q = vec2<f32>(length(p.xz), abs(p.y));
    let b = sqrt(max(r * r - d * d, 0.0));
    if ((q.y - b) * d > q.x * b) {
        return length(vec2<f32>(q.x, q.y - b));
    }
    return length(vec2<f32>(q.x + d, q.y)) - r;
}
";

const HELPER_SDF_INFINITE_CONE: &str = r"fn sdf_infinite_cone(p: vec3<f32>, an: f32) -> f32 {
    let c = vec2<f32>(sin(an), cos(an));
    let q = vec2<f32>(length(p.xz), -p.y);
    let d = length(q - c * max(dot(q, c), 0.0));
    if (q.x * c.y - q.y * c.x < 0.0) { return -d; }
    return d;
}
";

const HELPER_SDF_HEART: &str = r"fn sdf_heart(p: vec3<f32>, s: f32) -> f32 {
    // IQ sdHeart (2-D) revolved about Y, shifted so the centre is at the origin — same law as `sdf_heart` on the CPU.
    let sp = p / s;
    let qx = length(sp.xz);
    let qy = sp.y - 0.5;
    if (qx + qy > 1.0) {
        let e = vec2<f32>(qx - 0.25, qy - 0.75);
        return (sqrt(dot(e, e)) - 0.35355339) * s;
    }
    let e1 = vec2<f32>(qx, qy - 1.0);
    let t = max(qx + qy, 0.0) * 0.5;
    let e2 = vec2<f32>(qx - t, qy - t);
    let d = sqrt(min(dot(e1, e1), dot(e2, e2)));
    return select(-d, d, qx > qy) * s;
}
";

const HELPER_SDF_TUBE: &str = r"fn sdf_tube(p: vec3<f32>, outer_r: f32, thick: f32, h: f32) -> f32 {
    let r = length(p.xz);
    let dr = abs(r - outer_r) - thick;
    let dy = abs(p.y) - h;
    let w = max(vec2<f32>(dr, dy), vec2<f32>(0.0));
    return min(max(dr, dy), 0.0) + length(w);
}
";

const HELPER_SDF_BARREL: &str = r"fn sdf_barrel(p: vec3<f32>, radius: f32, h: f32, bulge: f32) -> f32 {
    let r = length(p.xz);
    let yn = clamp(p.y / h, -1.0, 1.0);
    let er = radius + bulge * (1.0 - yn * yn);
    let dr = r - er;
    let dy = abs(p.y) - h;
    let w = max(vec2<f32>(dr, dy), vec2<f32>(0.0));
    return min(max(dr, dy), 0.0) + length(w);
}
";

const HELPER_SDF_DIAMOND: &str = r"fn sdf_diamond(p: vec3<f32>, r: f32, h: f32) -> f32 {
    let q = vec2<f32>(length(p.xz), abs(p.y));
    let ba = vec2<f32>(-r, h);
    let qa = q - vec2<f32>(r, 0.0);
    let t = clamp(dot(qa, ba) / dot(ba, ba), 0.0, 1.0);
    let closest = vec2<f32>(r, 0.0) + ba * t;
    let dist = length(q - closest);
    if (q.x * h + q.y * r < r * h) { return -dist; }
    return dist;
}
";

const HELPER_SDF_CHAMFERED_CUBE: &str = r"fn sdf_chamfered_cube(p: vec3<f32>, hx: f32, hy: f32, hz: f32, ch: f32) -> f32 {
    let ap = abs(p);
    let q = ap - vec3<f32>(hx, hy, hz);
    let d_box = min(max(q.x, max(q.y, q.z)), 0.0) + length(max(q, vec3<f32>(0.0)));
    let s = hx + hy + hz;
    let d_ch = (ap.x + ap.y + ap.z - s + ch) * 0.57735;
    return max(d_box, d_ch);
}
";

const HELPER_SDF_SUPERELLIPSOID: &str = r"fn sdf_superellipsoid(p: vec3<f32>, hx: f32, hy: f32, hz: f32, e1: f32, e2: f32) -> f32 {
    let qx = max(abs(p.x / hx), 0.00001);
    let qy = max(abs(p.y / hy), 0.00001);
    let qz = max(abs(p.z / hz), 0.00001);
    let ee1 = max(e1, 0.02);
    let ee2 = max(e2, 0.02);
    let m1 = 2.0 / ee2;
    let m2 = 2.0 / ee1;
    let w = pow(qx, m1) + pow(qz, m1);
    let v = pow(w, ee2 / ee1) + pow(qy, m2);
    let f = pow(v, ee1 * 0.5);
    return (f - 1.0) * min(hx, min(hy, hz)) * 0.5;
}
";

const HELPER_SDF_ROUNDED_X: &str = r"fn sdf_rounded_x(p: vec3<f32>, w: f32, r: f32, h: f32) -> f32 {
    let q = abs(p.xz);
    let s = min(q.x + q.y, w) * 0.5;
    let d2d = length(q - vec2<f32>(s)) - r;
    let dy = abs(p.y) - h;
    let ww = max(vec2<f32>(d2d, dy), vec2<f32>(0.0));
    return min(max(d2d, dy), 0.0) + length(ww);
}
";

const HELPER_SDF_PIE: &str = r"fn sdf_pie(p: vec3<f32>, angle: f32, radius: f32, h: f32) -> f32 {
    // IQ sdPie in the XZ plane (|x|, z), extruded along Y — same law as `sdf_pie` on the CPU.
    let q = vec2<f32>(abs(p.x), p.z);
    let sc = vec2<f32>(sin(angle), cos(angle));
    let l = length(q) - radius;
    let m = length(q - sc * clamp(dot(q, sc), 0.0, radius));
    let cr = sc.y * q.x - sc.x * q.y;
    let sgn = select(select(0.0, -1.0, cr < 0.0), 1.0, cr > 0.0);
    let d2d = max(l, m * sgn);
    let dy = abs(p.y) - h;
    let w = max(vec2<f32>(d2d, dy), vec2<f32>(0.0));
    return min(max(d2d, dy), 0.0) + length(w);
}
";

const HELPER_COLUMNS: &str = r"// Columns (hg_sdf fOpUnionColumns family) — same law as `sdf_columns_*_r` on the CPU: 45° rotate, shift by r/√2, wrap into r·2/n cells, rotate back.
fn alice_columns_union(a: f32, b: f32, r: f32, n: f32) -> f32 {
    let m = min(a, b);
    let a2 = min(a, b);
    let b2 = max(a, b);
    let cs = r * (2.0 / n);
    let s = 0.70710678;
    var ra = s * (a2 + b2) - r * 0.70710678;
    let rb = s * (b2 - a2);
    let hc = cs * 0.5;
    let y = ra + hc;
    ra = y - cs * floor(y / cs) - hc;
    let a3 = s * (ra + rb);
    let b3 = s * (rb - ra);
    let inner = min(min(a3, b3), m);
    return select(inner, m, m > r);
}
fn alice_columns_subtraction(a0: f32, b: f32, r: f32, n: f32) -> f32 {
    let a = -a0;
    let m = min(a, b);
    let a2 = min(a, b);
    let b2 = max(a, b);
    let cs = r * (2.0 / n);
    let s = 0.70710678;
    var ra = s * (a2 + b2) - r * 0.70710678;
    let rb = s * (b2 - a2);
    let hc = cs * 0.5;
    let y = ra + hc;
    ra = y - cs * floor(y / cs) - hc;
    let a3 = s * (ra + rb);
    let b3 = s * (rb - ra);
    let inner = -min(min(a3, b3), m);
    return select(inner, -m, m > r);
}
fn alice_columns_intersection(a: f32, b: f32, r: f32, n: f32) -> f32 {
    return alice_columns_subtraction(a, -b, r, n);
}
";

const HELPER_ICOSAHEDRAL_FOLD: &str = r"// Icosahedral fold — same law as `icosahedral_fold` on the CPU (octant fold, 8 × sort + 3 plane reflections).
fn alice_icosahedral_fold(p0: vec3<f32>) -> vec3<f32> {
    var p = abs(p0);
    let n0 = normalize(vec3<f32>(0.0, 1.0, 1.618034));
    let n1 = normalize(vec3<f32>(1.0, 1.618034, 0.0));
    let n2 = normalize(vec3<f32>(1.618034, 0.0, 1.0));
    for (var i = 0; i < 8; i = i + 1) {
        if (p.y > p.x) { p = vec3<f32>(p.y, p.x, p.z); }
        if (p.z > p.y) { p = vec3<f32>(p.x, p.z, p.y); }
        if (p.y > p.x) { p = vec3<f32>(p.y, p.x, p.z); }
        let d0 = dot(p, n0);
        if (d0 < 0.0) { p = p - n0 * (2.0 * d0); }
        let d1 = dot(p, n1);
        if (d1 < 0.0) { p = p - n1 * (2.0 * d1); }
        let d2 = dot(p, n2);
        if (d2 < 0.0) { p = p - n2 * (2.0 * d2); }
    }
    return p;
}
";

const HELPER_OCTANT_MIRROR: &str = r"// Octant mirror — same law as `octant_mirror` on the CPU: abs then sort descending (x ≥ y ≥ z).
fn alice_octant_mirror(p0: vec3<f32>) -> vec3<f32> {
    let a = abs(p0);
    var x = max(a.x, a.y);
    var y = min(a.x, a.y);
    let z0 = a.z;
    let y1 = max(y, z0);
    let z = min(y, z0);
    let x2 = max(x, y1);
    let y2 = min(x, y1);
    return vec3<f32>(x2, y2, z);
}
";

const HELPER_SDF_TRAPEZOID: &str = r"fn _trap_ds(px: f32, py: f32, ax: f32, ay: f32, bx: f32, by: f32) -> f32 {
    let dx = bx - ax;
    let dy = by - ay;
    let len_sq = dx * dx + dy * dy;
    var t = 0.0;
    if (len_sq > 0.0) { t = ((px - ax) * dx + (py - ay) * dy) / len_sq; }
    let tc = clamp(t, 0.0, 1.0);
    let cx = ax + dx * tc;
    let cy = ay + dy * tc;
    return sqrt((px - cx) * (px - cx) + (py - cy) * (py - cy));
}
fn sdf_trapezoid(p: vec3<f32>, r1: f32, r2: f32, th: f32, hd: f32) -> f32 {
    let px = abs(p.x);
    let py = p.y;
    let he = th;
    let d_bot = _trap_ds(px, py, 0.0, -he, r1, -he);
    let d_slant = _trap_ds(px, py, r1, -he, r2, he);
    let d_top = _trap_ds(px, py, r2, he, 0.0, he);
    let d_unsigned = min(d_bot, min(d_slant, d_top));
    let nx = 2.0 * he;
    let ny = r1 - r2;
    let d_slant_plane = (px - r1) * nx + (py + he) * ny;
    var d2d = d_unsigned;
    if (py >= -he && py <= he && d_slant_plane <= 0.0) { d2d = -d_unsigned; }
    let dz = abs(p.z) - hd;
    let ww = max(vec2<f32>(d2d, dz), vec2<f32>(0.0));
    return min(max(d2d, dz), 0.0) + length(ww);
}
";

const HELPER_SDF_PARALLELOGRAM: &str = r"fn _para_ds(px: f32, py: f32, ax: f32, ay: f32, bx: f32, by: f32) -> f32 {
    let dx = bx - ax;
    let dy = by - ay;
    let len_sq = dx * dx + dy * dy;
    var t = 0.0;
    if (len_sq > 0.0) { t = ((px - ax) * dx + (py - ay) * dy) / len_sq; }
    let tc = clamp(t, 0.0, 1.0);
    let cx = ax + dx * tc;
    let cy = ay + dy * tc;
    return sqrt((px - cx) * (px - cx) + (py - cy) * (py - cy));
}
fn _para_c2d(px: f32, py: f32, ax: f32, ay: f32, bx: f32, by: f32) -> f32 {
    return (px - ax) * (by - ay) - (py - ay) * (bx - ax);
}
fn sdf_parallelogram(p: vec3<f32>, w: f32, ph: f32, sk: f32, hd: f32) -> f32 {
    let px = p.x;
    let py = p.y;
    let vdx = w - sk;  let vdy = -ph;
    let vax = w + sk;  let vay = ph;
    let vbx = -w + sk; let vby = ph;
    let vcx = -w - sk; let vcy = -ph;
    let d1 = _para_ds(px, py, vdx, vdy, vax, vay);
    let d2 = _para_ds(px, py, vax, vay, vbx, vby);
    let d3 = _para_ds(px, py, vbx, vby, vcx, vcy);
    let d4 = _para_ds(px, py, vcx, vcy, vdx, vdy);
    let d_unsigned = min(d1, min(d2, min(d3, d4)));
    let c1 = _para_c2d(px, py, vdx, vdy, vax, vay);
    let c2 = _para_c2d(px, py, vax, vay, vbx, vby);
    let c3 = _para_c2d(px, py, vbx, vby, vcx, vcy);
    let c4 = _para_c2d(px, py, vcx, vcy, vdx, vdy);
    var d2d = d_unsigned;
    if (c1 <= 0.0 && c2 <= 0.0 && c3 <= 0.0 && c4 <= 0.0) { d2d = -d_unsigned; }
    let dz = abs(p.z) - hd;
    let ww = max(vec2<f32>(d2d, dz), vec2<f32>(0.0));
    return min(max(d2d, dz), 0.0) + length(ww);
}
";

const HELPER_SDF_TUNNEL: &str = r"fn sdf_tunnel(p: vec3<f32>, w: f32, h2d: f32, hd: f32) -> f32 {
    let px = abs(p.x);
    let py = p.y;
    let dx = px - w;
    let dy_rect = abs(py) - h2d;
    let d_rect = length(max(vec2<f32>(dx, dy_rect), vec2<f32>(0.0))) + min(max(dx, dy_rect), 0.0);
    let d_circle = length(vec2<f32>(px, py - h2d)) - w;
    var d2d = d_rect;
    if (py > h2d) { d2d = min(d_rect, d_circle); }
    let dz = abs(p.z) - hd;
    let ww = max(vec2<f32>(d2d, dz), vec2<f32>(0.0));
    return min(max(d2d, dz), 0.0) + length(ww);
}
";

const HELPER_SDF_UNEVEN_CAPSULE: &str = r"fn sdf_uneven_capsule(p: vec3<f32>, r1: f32, r2: f32, ch: f32, hd: f32) -> f32 {
    let px = abs(p.x);
    let hh = ch * 2.0;
    let b = (r1 - r2) / hh;
    let a = sqrt(max(1.0 - b * b, 0.0));
    let k = dot(vec2<f32>(-b, a), vec2<f32>(px, p.y));
    var d2d: f32;
    if (k < 0.0) {
        d2d = length(vec2<f32>(px, p.y)) - r1;
    } else if (k > a * hh) {
        d2d = length(vec2<f32>(px, p.y - hh)) - r2;
    } else {
        d2d = dot(vec2<f32>(px, p.y), vec2<f32>(a, b)) - r1;
    }
    let dz = abs(p.z) - hd;
    let ww = max(vec2<f32>(d2d, dz), vec2<f32>(0.0));
    return min(max(d2d, dz), 0.0) + length(ww);
}
";

const HELPER_SDF_EGG: &str = r"fn sdf_egg(p: vec3<f32>, ra: f32, rb: f32) -> f32 {
    let k = 1.7320508;
    let px = length(p.xz);
    let py = p.y;
    let r = ra - rb;
    var d: f32;
    if (py < 0.0) {
        d = length(vec2<f32>(px, py)) - r;
    } else if (k * (px + r) < py) {
        d = length(vec2<f32>(px, py - k * r)) - r;
    } else {
        d = length(vec2<f32>(px + r, py)) - 2.0 * r;
    }
    return d - rb;
}
";

const HELPER_SDF_ARC_SHAPE: &str = r"fn sdf_arc_shape(p: vec3<f32>, aperture: f32, radius: f32, thickness: f32, h: f32) -> f32 {
    let qx = abs(p.x);
    let qz = p.z;
    let sc = vec2<f32>(sin(aperture), cos(aperture));
    var d2d: f32;
    if (sc.y * qx > sc.x * qz) {
        d2d = length(vec2<f32>(qx, qz) - sc * radius) - thickness;
    } else {
        d2d = abs(length(vec2<f32>(qx, qz)) - radius) - thickness;
    }
    let dy = abs(p.y) - h;
    let ww = max(vec2<f32>(d2d, dy), vec2<f32>(0.0));
    return min(max(d2d, dy), 0.0) + length(ww);
}
";

const HELPER_SDF_MOON: &str = r"fn sdf_moon(p: vec3<f32>, d: f32, ra: f32, rb: f32, h: f32) -> f32 {
    let qx = abs(p.x);
    let qz = p.z;
    let d_outer = length(vec2<f32>(qx, qz)) - ra;
    let d_inner = length(vec2<f32>(qx - d, qz)) - rb;
    let d2d = max(d_outer, -d_inner);
    let dy = abs(p.y) - h;
    let ww = max(vec2<f32>(d2d, dy), vec2<f32>(0.0));
    return min(max(d2d, dy), 0.0) + length(ww);
}
";

const HELPER_SDF_CROSS_SHAPE: &str = r"fn sdf_cross_shape(p: vec3<f32>, len: f32, th: f32, rr: f32, h: f32) -> f32 {
    let qx = abs(p.x);
    let qz = abs(p.z);
    let dh = vec2<f32>(qx - len, qz - th);
    let dv = vec2<f32>(qx - th, qz - len);
    let dh_sdf = length(max(dh, vec2<f32>(0.0))) + min(max(dh.x, dh.y), 0.0);
    let dv_sdf = length(max(dv, vec2<f32>(0.0))) + min(max(dv.x, dv.y), 0.0);
    let d2d = min(dh_sdf, dv_sdf) - rr;
    let dy = abs(p.y) - h;
    let ww = max(vec2<f32>(d2d, dy), vec2<f32>(0.0));
    return min(max(d2d, dy), 0.0) + length(ww);
}
";

const HELPER_SDF_BLOBBY_CROSS: &str = r"fn sdf_blobby_cross(p: vec3<f32>, size: f32, hh: f32) -> f32 {
    let he = 0.5;
    var pos = abs(vec2<f32>(p.x, p.z) / size);
    pos = vec2<f32>(abs(pos.x - pos.y), 1.0 - pos.x - pos.y) * 0.70710678;
    let pp = (he - pos.y - 0.25 / he) / (6.0 * he);
    let q = pos.x / (he * he * 16.0);
    let h = q * q - pp * pp * pp;
    var x: f32;
    if (h >= 0.0) {
        let r = sqrt(h);
        x = pow(q + r, 1.0 / 3.0) - pow(abs(q - r), 1.0 / 3.0) * sign(r - q);
    } else {
        let r = sqrt(pp);
        x = 2.0 * r * cos(acos(q / (pp * r)) / 3.0);
    }
    x = min(x, 0.70710678);
    let z = vec2<f32>(x, he * (1.0 - 2.0 * x * x)) - pos;
    let d_2d = length(z) * sign(z.y) * size;
    let d_y = abs(p.y) - hh;
    let w = vec2<f32>(max(d_2d, 0.0), max(d_y, 0.0));
    return min(max(d_2d, d_y), 0.0) + length(w);
}
";

const HELPER_SDF_PARABOLA_SEGMENT: &str = r"fn sdf_parabola_segment(p: vec3<f32>, w: f32, ph: f32, hd: f32) -> f32 {
    let px = abs(p.x);
    let py = p.y;
    let ww_sq = w * w;
    let y_arch = ph * (1.0 - px * px / ww_sq);
    var is_in = false;
    if (px <= w && py >= 0.0 && py <= y_arch) { is_in = true; }
    var t = clamp(px, 0.0, w);
    for (var i = 0; i < 8; i = i + 1) {
        let ft = ph * (1.0 - t * t / ww_sq);
        let dft = -2.0 * ph * t / ww_sq;
        let ex = px - t;
        let ey = py - ft;
        let f = -ex + ey * dft;
        let df = 1.0 + dft * dft + ey * (-2.0 * ph / ww_sq);
        if (abs(df) > 1e-10) { t = clamp(t - f / df, 0.0, w); }
    }
    let cy = ph * (1.0 - t * t / ww_sq);
    let d_para = length(vec2<f32>(px - t, py - cy));
    var d_base: f32;
    if (px <= w) { d_base = abs(py); } else { d_base = length(vec2<f32>(px - w, py)); }
    let d_unsigned = min(d_para, d_base);
    var d2d = d_unsigned;
    if (is_in) { d2d = -d_unsigned; }
    let dz = abs(p.z) - hd;
    let ext = max(vec2<f32>(d2d, dz), vec2<f32>(0.0));
    return min(max(d2d, dz), 0.0) + length(ext);
}
";

const HELPER_SDF_REGULAR_POLYGON: &str = r"fn sdf_regular_polygon(p: vec3<f32>, radius: f32, n: f32, hh: f32) -> f32 {
    // IQ regular polygon (exact), XZ plane, radius = circumradius (1.9.2)
    let nn = trunc(max(n, 3.0));
    let an = 3.14159265358979 / nn;
    let acs = vec2<f32>(cos(an), sin(an));
    let a0 = alice_atan2(p.x, p.z);
    let bn = a0 - 2.0 * an * floor(a0 / (2.0 * an)) - an;
    let r = length(p.xz);
    var q = vec2<f32>(r * cos(bn), abs(r * sin(bn)));
    q = q - radius * acs;
    q.y = q.y + clamp(-q.y, 0.0, radius * acs.y);
    let d2d = length(q) * sign(q.x);
    let dy = abs(p.y) - hh;
    let w = max(vec2<f32>(d2d, dy), vec2<f32>(0.0));
    return min(max(d2d, dy), 0.0) + length(w);
}
";

const HELPER_SDF_STAR_POLYGON: &str = r"fn sdf_star_polygon(p: vec3<f32>, radius: f32, np: f32, m: f32, hh: f32) -> f32 {
    let qx = abs(p.x);
    let qz = p.z;
    let n = max(np, 3.0);
    let an = 3.14159265358979 / n;
    let r = length(vec2<f32>(qx, qz));
    var angle = alice_atan2(qx, qz);
    angle = ((angle % (2.0 * an)) + 2.0 * an) % (2.0 * an);
    if (angle > an) { angle = 2.0 * an - angle; }
    let pt = vec2<f32>(r * cos(angle), r * sin(angle));
    let a = vec2<f32>(radius, 0.0);
    let b = vec2<f32>(m * cos(an), m * sin(an));
    let ab = b - a;
    let ap = pt - a;
    let t = clamp(dot(ap, ab) / dot(ab, ab), 0.0, 1.0);
    let closest = a + ab * t;
    let dist = length(pt - closest);
    let cross_val = ab.x * ap.y - ab.y * ap.x;
    var d2d = dist;
    if (cross_val > 0.0) { d2d = -dist; }
    let dy = abs(p.y) - hh;
    let w = max(vec2<f32>(d2d, dy), vec2<f32>(0.0));
    return min(max(d2d, dy), 0.0) + length(w);
}
";

const HELPER_SDF_STAIRS: &str = r"fn _stair_box(lx: f32, ly: f32, s: f32, sw: f32, sh: f32) -> f32 {
    let cx = s * sw + sw * 0.5;
    let hy = (s + 1.0) * sh * 0.5;
    let dx = abs(lx - cx) - sw * 0.5;
    let dy = abs(ly - hy) - hy;
    return length(max(vec2<f32>(dx, dy), vec2<f32>(0.0))) + min(max(dx, dy), 0.0);
}
fn sdf_stairs(p: vec3<f32>, sw: f32, sh: f32, ns: f32, hd: f32) -> f32 {
    let n = max(ns, 1.0);
    let tw = n * sw;
    let th = n * sh;
    let lx = p.x + tw * 0.5;
    let ly = p.y + th * 0.5;
    var d2d = 1e30;
    for (var si = 0.0; si < n; si = si + 1.0) {
        d2d = min(d2d, _stair_box(lx, ly, si, sw, sh));
    }
    let dz = abs(p.z) - hd;
    let w = max(vec2<f32>(d2d, dz), vec2<f32>(0.0));
    return min(max(d2d, dz), 0.0) + length(w);
}
";

/// Regular tetrahedron: max of 4 face-plane distances (mirrors `primitives::tetrahedron`).
const HELPER_SDF_TETRAHEDRON: &str = r"fn sdf_tetrahedron(p: vec3<f32>, s: f32) -> f32 {
    var d = dot(p, vec3<f32>(0.57735026, 0.57735026, 0.57735026));
    d = max(d, dot(p, vec3<f32>(-0.57735026, -0.57735026, 0.57735026)));
    d = max(d, dot(p, vec3<f32>(-0.57735026, 0.57735026, -0.57735026)));
    d = max(d, dot(p, vec3<f32>(0.57735026, -0.57735026, -0.57735026)));
    return d - s;
}
";

/// Dodecahedron: GDF over the 6 dodecahedron normals (mirrors `gdf_eval`).
const HELPER_SDF_DODECAHEDRON: &str = r"fn sdf_dodecahedron(p: vec3<f32>, r: f32) -> f32 {
    var d = abs(dot(p, vec3<f32>(0.0, 0.8506508, 0.5257311)));
    d = max(d, abs(dot(p, vec3<f32>(0.0, 0.8506508, -0.5257311))));
    d = max(d, abs(dot(p, vec3<f32>(0.8506508, 0.5257311, 0.0))));
    d = max(d, abs(dot(p, vec3<f32>(-0.8506508, 0.5257311, 0.0))));
    d = max(d, abs(dot(p, vec3<f32>(0.5257311, 0.0, 0.8506508))));
    d = max(d, abs(dot(p, vec3<f32>(0.5257311, 0.0, -0.8506508))));
    return d - r;
}
";

/// Icosahedron: GDF over octahedron + icosahedron normals (mirrors `primitives::icosahedron`).
const HELPER_SDF_ICOSAHEDRON: &str = r"fn sdf_icosahedron(p: vec3<f32>, r: f32) -> f32 {
    var d = abs(dot(p, vec3<f32>(0.57735026, 0.57735026, 0.57735026)));
    d = max(d, abs(dot(p, vec3<f32>(-0.57735026, 0.57735026, 0.57735026))));
    d = max(d, abs(dot(p, vec3<f32>(0.57735026, -0.57735026, 0.57735026))));
    d = max(d, abs(dot(p, vec3<f32>(0.57735026, 0.57735026, -0.57735026))));
    d = max(d, abs(dot(p, vec3<f32>(0.0, 0.5257311, 0.8506508))));
    d = max(d, abs(dot(p, vec3<f32>(0.0, 0.5257311, -0.8506508))));
    d = max(d, abs(dot(p, vec3<f32>(0.5257311, 0.8506508, 0.0))));
    d = max(d, abs(dot(p, vec3<f32>(0.5257311, -0.8506508, 0.0))));
    d = max(d, abs(dot(p, vec3<f32>(0.8506508, 0.0, 0.5257311))));
    d = max(d, abs(dot(p, vec3<f32>(-0.8506508, 0.0, 0.5257311))));
    return d - r;
}
";

/// Truncated octahedron: GDF over cube + octahedron normals.
const HELPER_SDF_TRUNCATED_OCTAHEDRON: &str = r"fn sdf_truncated_octahedron(p: vec3<f32>, r: f32) -> f32 {
    var d = abs(dot(p, vec3<f32>(1.0, 0.0, 0.0)));
    d = max(d, abs(dot(p, vec3<f32>(0.0, 1.0, 0.0))));
    d = max(d, abs(dot(p, vec3<f32>(0.0, 0.0, 1.0))));
    d = max(d, abs(dot(p, vec3<f32>(0.57735026, 0.57735026, 0.57735026))));
    d = max(d, abs(dot(p, vec3<f32>(-0.57735026, 0.57735026, 0.57735026))));
    d = max(d, abs(dot(p, vec3<f32>(0.57735026, -0.57735026, 0.57735026))));
    d = max(d, abs(dot(p, vec3<f32>(0.57735026, 0.57735026, -0.57735026))));
    return d - r;
}
";

/// Truncated icosahedron: GDF over octahedron + icosahedron + dodecahedron normals.
const HELPER_SDF_TRUNCATED_ICOSAHEDRON: &str = r"fn sdf_truncated_icosahedron(p: vec3<f32>, r: f32) -> f32 {
    var d = abs(dot(p, vec3<f32>(0.57735026, 0.57735026, 0.57735026)));
    d = max(d, abs(dot(p, vec3<f32>(-0.57735026, 0.57735026, 0.57735026))));
    d = max(d, abs(dot(p, vec3<f32>(0.57735026, -0.57735026, 0.57735026))));
    d = max(d, abs(dot(p, vec3<f32>(0.57735026, 0.57735026, -0.57735026))));
    d = max(d, abs(dot(p, vec3<f32>(0.0, 0.5257311, 0.8506508))));
    d = max(d, abs(dot(p, vec3<f32>(0.0, 0.5257311, -0.8506508))));
    d = max(d, abs(dot(p, vec3<f32>(0.5257311, 0.8506508, 0.0))));
    d = max(d, abs(dot(p, vec3<f32>(0.5257311, -0.8506508, 0.0))));
    d = max(d, abs(dot(p, vec3<f32>(0.8506508, 0.0, 0.5257311))));
    d = max(d, abs(dot(p, vec3<f32>(-0.8506508, 0.0, 0.5257311))));
    d = max(d, abs(dot(p, vec3<f32>(0.0, 0.8506508, 0.5257311))));
    d = max(d, abs(dot(p, vec3<f32>(0.0, 0.8506508, -0.5257311))));
    d = max(d, abs(dot(p, vec3<f32>(0.8506508, 0.5257311, 0.0))));
    d = max(d, abs(dot(p, vec3<f32>(-0.8506508, 0.5257311, 0.0))));
    d = max(d, abs(dot(p, vec3<f32>(0.5257311, 0.0, 0.8506508))));
    d = max(d, abs(dot(p, vec3<f32>(0.5257311, 0.0, -0.8506508))));
    return d - r;
}
";

/// IQ `sdBezier`: closed-form distance to a quadratic Bézier (mirrors
/// `modifiers::sweep::bezier_distance_2d`, degenerate curve → segment).
const HELPER_BEZIER_DISTANCE_2D: &str = r"fn bezier_distance_2d(q: vec2<f32>, p0: vec2<f32>, p1: vec2<f32>, p2: vec2<f32>) -> f32 {
    let a = p1 - p0;
    let b = p0 - p1 * 2.0 + p2;
    let c = a * 2.0;
    let d = p0 - q;
    let bb = dot(b, b);
    if (bb < 1e-12) {
        let ac = p2 - p0;
        let t = clamp(-dot(d, ac) / max(dot(ac, ac), 1e-12), 0.0, 1.0);
        return length(d + ac * t);
    }
    let kk = 1.0 / bb;
    let kx = kk * dot(a, b);
    let ky = kk * (2.0 * dot(a, a) + dot(d, b)) / 3.0;
    let kz = kk * dot(d, a);
    let p = ky - kx * kx;
    let p3 = p * p * p;
    let qq = kx * (2.0 * kx * kx - 3.0 * ky) + kz;
    let h = qq * qq + 4.0 * p3;
    var res: f32;
    if (h >= 0.0) {
        let hs = sqrt(h);
        let x0 = (hs - qq) * 0.5;
        let x1 = (-hs - qq) * 0.5;
        let u = sign(x0) * pow(abs(x0), 1.0 / 3.0);
        let v = sign(x1) * pow(abs(x1), 1.0 / 3.0);
        let t = clamp(u + v - kx, 0.0, 1.0);
        let e = d + (c + b * t) * t;
        res = dot(e, e);
    } else {
        let z = sqrt(-p);
        let v = acos(clamp(qq / (p * z * 2.0), -1.0, 1.0)) / 3.0;
        let m = cos(v);
        let n = sin(v) * 1.7320508;
        let t0 = clamp((m + m) * z - kx, 0.0, 1.0);
        let t1 = clamp((-n - m) * z - kx, 0.0, 1.0);
        let e0 = d + (c + b * t0) * t0;
        let e1 = d + (c + b * t1) * t1;
        res = min(dot(e0, e0), dot(e1, e1));
    }
    return sqrt(res);
}
";

/// Exact ellipsoid signed distance (Eberly nearest point; mirrors
/// `primitives::ellipsoid::sdf_ellipsoid_exact`, dimension reductions unrolled).
const HELPER_SDF_ELLIPSOID: &str = r"fn _ell_bisect(n: i32, r0: f32, r1: f32, r2: f32, z0: f32, z1: f32, z2: f32, g: f32) -> f32 {
    let n0 = r0 * z0;
    let n1 = select(0.0, r1 * z1, n > 1);
    let n2 = select(0.0, r2 * z2, n > 2);
    let zl = select(select(z0, z1, n == 2), z2, n == 3);
    var s0 = zl - 1.0;
    var s1 = select(sqrt(n0 * n0 + n1 * n1 + n2 * n2) - 1.0, 0.0, g < 0.0);
    var s = 0.0;
    for (var it = 0; it < 64; it = it + 1) {
        s = 0.5 * (s0 + s1);
        if (s == s0 || s == s1) { break; }
        var gs = -1.0;
        let q0 = n0 / (s + r0);
        gs = gs + q0 * q0;
        if (n > 1) { let q1 = n1 / (s + r1); gs = gs + q1 * q1; }
        if (n > 2) { let q2 = n2 / (s + r2); gs = gs + q2 * q2; }
        if (gs > 0.0) { s0 = s; } else if (gs < 0.0) { s1 = s; } else { break; }
    }
    return s;
}
fn _ell_sqr_dist_n(n: i32, e0: f32, e1: f32, e2: f32, y0: f32, y1: f32, y2: f32) -> f32 {
    // Eberly SqrDistanceSpecial for the first n sorted axes, assuming y[n-1] > 0
    let el = select(select(e0, e1, n == 2), e2, n == 3);
    let z0 = y0 / e0;
    let z1 = select(0.0, y1 / e1, n > 1);
    let z2 = select(0.0, y2 / e2, n > 2);
    let g = z0 * z0 + z1 * z1 + z2 * z2 - 1.0;
    if (g == 0.0) { return 0.0; }
    let r0 = (e0 / el) * (e0 / el);
    let r1 = (e1 / el) * (e1 / el);
    let r2 = (e2 / el) * (e2 / el);
    let sb = _ell_bisect(n, r0, r1, r2, z0, z1, z2, g);
    let x0 = r0 * y0 / (sb + r0) - y0;
    let x1 = select(0.0, r1 * y1 / (sb + r1) - y1, n > 1);
    let x2 = select(0.0, r2 * y2 / (sb + r2) - y2, n > 2);
    return x0 * x0 + x1 * x1 + x2 * x2;
}
fn sdf_ellipsoid(p: vec3<f32>, radii: vec3<f32>) -> f32 {
    var e = max(radii, vec3<f32>(1e-10));
    var y = abs(p);
    if (e.x < e.y) { let t = e.x; e.x = e.y; e.y = t; let u = y.x; y.x = y.y; y.y = u; }
    if (e.y < e.z) { let t = e.y; e.y = e.z; e.z = t; let u = y.y; y.y = y.z; y.z = u; }
    if (e.x < e.y) { let t = e.x; e.x = e.y; e.y = t; let u = y.x; y.x = y.y; y.y = u; }
    var d2: f32;
    if (y.z > 0.0) {
        d2 = _ell_sqr_dist_n(3, e.x, e.y, e.z, y.x, y.y, y.z);
    } else {
        // y.z == 0: nearest point may leave the plane (Eberly reduction)
        let n0 = e.x * y.x; let n1 = e.y * y.y;
        let d0 = e.x * e.x - e.z * e.z; let d1 = e.y * e.y - e.z * e.z;
        var done = false;
        d2 = 0.0;
        if (n0 < d0 && n1 < d1) {
            let x0 = n0 / d0; let x1 = n1 / d1;
            let discr = 1.0 - x0 * x0 - x1 * x1;
            if (discr > 0.0) {
                let a = e.x * x0 - y.x; let b = e.y * x1 - y.y; let c = e.z * sqrt(discr);
                d2 = a * a + b * b + c * c;
                done = true;
            }
        }
        if (!done) {
            if (y.y > 0.0) {
                d2 = _ell_sqr_dist_n(2, e.x, e.y, e.z, y.x, y.y, 0.0);
            } else {
                // y.y == 0 too: 2-D reduction with y[1] = 0
                let m0 = e.x * y.x;
                let q0 = e.x * e.x - e.y * e.y;
                var done2 = false;
                if (m0 < q0) {
                    let x0 = m0 / q0;
                    let discr = 1.0 - x0 * x0;
                    if (discr > 0.0) {
                        let a = e.x * x0 - y.x; let b = e.y * sqrt(discr);
                        d2 = a * a + b * b;
                        done2 = true;
                    }
                }
                if (!done2) { let a = y.x - e.x; d2 = a * a; }
            }
        }
    }
    let inside = (y.x / e.x) * (y.x / e.x) + (y.y / e.y) * (y.y / e.y) + (y.z / e.z) * (y.z / e.z) < 1.0;
    let d = sqrt(max(d2, 0.0));
    return select(d, -d, inside);
}
";

const HELPER_SDF_HELIX: &str = r"fn sdf_helix(p: vec3<f32>, major_r: f32, minor_r: f32, pitch: f32, hh: f32) -> f32 {
    let tau = 6.28318530717959;
    let r = length(vec2<f32>(p.x, p.z));
    let theta = select(0.0, alice_atan2(p.z, p.x), r > 0.0);
    let py = p.y;
    let c = pitch / tau;
    let two_rr = 2.0 * r * major_r;
    let k = floor((py - theta * c) / pitch + 0.5);
    var best = 1e30;
    for (var dk = -1.0; dk <= 1.0; dk = dk + 1.0) {
        var phi = theta + (k + dk) * tau;
        for (var it = 0; it < 6; it = it + 1) {
            let s = sin(phi - theta);
            let co = cos(phi - theta);
            let dy = py - c * phi;
            let f1 = two_rr * s - 2.0 * c * dy;
            let f2 = max(two_rr * co + 2.0 * c * c, 1e-6);
            phi = phi - clamp(f1 / f2, -1.5707963, 1.5707963);
        }
        let co = cos(phi - theta);
        let dy = py - c * phi;
        let d2 = dy * dy + max(r * r + major_r * major_r - two_rr * co, 0.0);
        best = min(best, d2);
    }
    let d_tube = sqrt(best) - minor_r;
    let d_cap = abs(py) - hh;
    return max(d_tube, d_cap);
}
";

#[cfg(test)]
mod tests {
    use super::*;
    use glam::Vec3;

    #[test]
    fn test_transpile_sphere() {
        let sphere = SdfNode::Sphere { radius: 1.0 };
        let shader = WgslShader::transpile(&sphere, TranspileMode::Hardcoded);

        assert!(shader.source.contains("fn sdf_eval"));
        assert!(shader.source.contains("length(p)"));
        assert!(shader.source.contains("1.0"));
        assert!(shader.param_layout.is_empty());
    }

    #[test]
    fn test_transpile_sphere_dynamic() {
        let sphere = SdfNode::Sphere { radius: 1.5 };
        let shader = WgslShader::transpile(&sphere, TranspileMode::Dynamic);

        assert!(shader.source.contains("fn sdf_eval"));
        assert!(shader.source.contains("sdf_params.data[0].x"));
        assert_eq!(shader.param_layout, vec![1.5]);
        assert_eq!(shader.mode, TranspileMode::Dynamic);
    }

    #[test]
    fn test_transpile_box() {
        let box3d = SdfNode::Box3d {
            half_extents: Vec3::new(1.0, 0.5, 0.5),
        };
        let shader = WgslShader::transpile(&box3d, TranspileMode::Hardcoded);

        assert!(shader.source.contains("fn sdf_eval"));
        assert!(shader.source.contains("abs(p)"));
    }

    #[test]
    fn test_transpile_box_dynamic() {
        let box3d = SdfNode::Box3d {
            half_extents: Vec3::new(1.0, 2.0, 3.0),
        };
        let shader = WgslShader::transpile(&box3d, TranspileMode::Dynamic);

        assert!(shader.source.contains("sdf_params.data[0].x")); // 1.0
        assert!(shader.source.contains("sdf_params.data[0].y")); // 2.0
        assert!(shader.source.contains("sdf_params.data[0].z")); // 3.0
        assert_eq!(shader.param_layout, vec![1.0, 2.0, 3.0]);
    }

    #[test]
    fn test_transpile_union() {
        let shape = SdfNode::Sphere { radius: 1.0 }.union(
            SdfNode::Box3d {
                half_extents: Vec3::splat(0.5),
            }
            .translate(2.0, 0.0, 0.0),
        );
        let shader = WgslShader::transpile(&shape, TranspileMode::Hardcoded);

        assert!(shader.source.contains("fn sdf_eval"));
        assert!(shader.source.contains("min("));
    }

    #[test]
    fn test_transpile_smooth_union() {
        let shape = SdfNode::Sphere { radius: 1.0 }.smooth_union(
            SdfNode::Cylinder {
                radius: 0.5,
                half_height: 1.0,
            },
            0.2,
        );
        let shader = WgslShader::transpile(&shape, TranspileMode::Hardcoded);

        assert!(shader.source.contains("fn sdf_eval"));
        assert!(shader.source.contains("* 5.0")); // inv_k = 1/0.2 = 5.0
        assert!(shader.source.contains("* 0.25"));
        assert_eq!(shader.helper_count, 0);
    }

    #[test]
    fn test_transpile_smooth_union_dynamic() {
        let shape = SdfNode::Sphere { radius: 1.0 }.smooth_union(
            SdfNode::Cylinder {
                radius: 0.5,
                half_height: 1.0,
            },
            0.2,
        );
        let shader = WgslShader::transpile(&shape, TranspileMode::Dynamic);

        assert!(shader.source.contains("sdf_params.data["));
        // Should have params: sphere_radius, cylinder_radius, cylinder_half_height, k, inv_k
        assert!(shader.param_layout.len() >= 5);
    }

    #[test]
    fn test_transpile_rotate() {
        let shape =
            SdfNode::Sphere { radius: 1.0 }.rotate_euler(std::f32::consts::FRAC_PI_2, 0.0, 0.0);
        let shader = WgslShader::transpile(&shape, TranspileMode::Hardcoded);

        assert!(shader.source.contains("fn quat_rotate"));
        assert!(shader.source.contains("quat_rotate("));
    }

    #[test]
    fn test_compute_shader_generation() {
        let sphere = SdfNode::Sphere { radius: 1.0 };
        let shader = WgslShader::transpile(&sphere, TranspileMode::Hardcoded);
        let compute = shader.to_compute_shader();

        assert!(compute.contains("@compute"));
        assert!(compute.contains("@workgroup_size("));
        assert!(compute.contains("input_points"));
        assert!(compute.contains("output_distances"));
        // Hardcoded mode: no sdf_params
        assert!(!compute.contains("sdf_params"));
    }

    #[test]
    fn test_compute_shader_dynamic() {
        let sphere = SdfNode::Sphere { radius: 1.0 };
        let shader = WgslShader::transpile(&sphere, TranspileMode::Dynamic);
        let compute = shader.to_compute_shader();

        assert!(compute.contains("@compute"));
        assert!(compute.contains("sdf_params"));
        assert!(compute.contains("@group(0) @binding(3)"));
        assert!(compute.contains("array<vec4<f32>, 1024>"));
    }

    #[test]
    fn test_compute_shader_with_normals() {
        let sphere = SdfNode::Sphere { radius: 1.0 };
        let shader = WgslShader::transpile(&sphere, TranspileMode::Dynamic);
        let compute = shader.to_compute_shader_with_normals();

        assert!(compute.contains("estimate_normal"));
        assert!(compute.contains("output[idx].dist"));
        assert!(compute.contains("output[idx].nx"));
        assert!(compute.contains("sdf_params"));
    }

    #[test]
    fn test_extract_params() {
        let shape = SdfNode::Sphere { radius: 1.5 }.translate(1.0, 2.0, 3.0);

        let params = WgslShader::extract_params(&shape);
        // Translate: 3 params (offset.x, y, z), then Sphere: 1 param (radius)
        // Translate is outer, processes first in transpile_node_inner
        assert_eq!(params.len(), 4);
        assert_eq!(params[0], 1.0); // offset.x
        assert_eq!(params[1], 2.0); // offset.y
        assert_eq!(params[2], 3.0); // offset.z
        assert_eq!(params[3], 1.5); // radius
    }

    #[test]
    fn test_extract_params_matches_transpile() {
        let shape = SdfNode::Sphere { radius: 1.0 }.smooth_union(
            SdfNode::Box3d {
                half_extents: Vec3::new(0.5, 0.5, 0.5),
            },
            0.3,
        );

        let shader = WgslShader::transpile(&shape, TranspileMode::Dynamic);
        let extracted = WgslShader::extract_params(&shape);

        assert_eq!(shader.param_layout, extracted);
    }

    #[test]
    fn test_transpile_complex() {
        let shape = SdfNode::Sphere { radius: 1.0 }
            .smooth_union(
                SdfNode::Cylinder {
                    radius: 0.3,
                    half_height: 0.75,
                }
                .rotate_euler(std::f32::consts::FRAC_PI_2, 0.0, 0.0),
                0.2,
            )
            .subtract(SdfNode::Box3d {
                half_extents: Vec3::splat(0.4),
            })
            .translate(0.5, 0.0, 0.0);

        let shader = WgslShader::transpile(&shape, TranspileMode::Hardcoded);

        assert!(shader.source.contains("fn quat_rotate"));
        assert!(shader.source.contains("quat_rotate("));
        assert!(shader.source.contains("* 5.0")); // inv_k = 1/0.2 = 5.0
        assert_eq!(shader.helper_count, 1); // Only quat_rotate helper

        assert!(shader.source.contains("fn sdf_eval"));
        assert!(shader.source.contains("return"));
    }

    #[test]
    fn test_dynamic_no_constant_fold() {
        // In Dynamic mode, smooth ops should NOT constant-fold even when k ≈ 0
        let shape = SdfNode::Sphere { radius: 1.0 }.smooth_union(
            SdfNode::Sphere { radius: 0.5 },
            0.0, // k = 0, would fold to min() in Hardcoded
        );

        // Hardcoded: should fold to min()
        let hardcoded = WgslShader::transpile(&shape, TranspileMode::Hardcoded);
        assert!(hardcoded.source.contains("min("));
        assert!(!hardcoded.source.contains("0.25")); // no smooth op

        // Dynamic: should NOT fold (k might change later)
        let dynamic = WgslShader::transpile(&shape, TranspileMode::Dynamic);
        assert!(dynamic.source.contains("0.25")); // smooth op present
        assert!(dynamic.source.contains("sdf_params.data["));
    }

    /// Exhaustive test: every SdfNode variant transpiles without panic
    /// and produces valid WGSL containing `sdf_eval`.
    #[test]
    fn test_transpile_all_variants_exhaustive() {
        use glam::Vec2;

        let primitives: Vec<(&str, SdfNode)> = vec![
            ("sphere", SdfNode::sphere(1.0)),
            ("box3d", SdfNode::box3d(1.0, 0.5, 0.5)),
            ("cylinder", SdfNode::cylinder(0.5, 1.0)),
            ("torus", SdfNode::torus(1.0, 0.3)),
            (
                "plane",
                SdfNode::Plane {
                    normal: Vec3::Y,
                    distance: 0.0,
                },
            ),
            ("capsule", SdfNode::capsule(Vec3::ZERO, Vec3::Y, 0.3)),
            ("cone", SdfNode::cone(0.5, 1.0)),
            ("ellipsoid", SdfNode::ellipsoid(1.0, 0.5, 0.3)),
            ("rounded_cone", SdfNode::rounded_cone(0.5, 0.2, 1.0)),
            ("pyramid", SdfNode::pyramid(1.0)),
            ("octahedron", SdfNode::octahedron(1.0)),
            ("hex_prism", SdfNode::hex_prism(0.5, 1.0)),
            ("link", SdfNode::link(0.5, 0.3, 0.1)),
            ("rounded_box", SdfNode::rounded_box(1.0, 0.5, 0.5, 0.1)),
            ("capped_cone", SdfNode::capped_cone(1.0, 0.5, 0.2)),
            ("capped_torus", SdfNode::capped_torus(1.0, 0.3, 1.0)),
            ("rounded_cylinder", SdfNode::rounded_cylinder(0.5, 0.1, 1.0)),
            ("triangular_prism", SdfNode::triangular_prism(0.5, 1.0)),
            ("cut_sphere", SdfNode::cut_sphere(1.0, 0.3)),
            (
                "cut_hollow_sphere",
                SdfNode::cut_hollow_sphere(1.0, 0.3, 0.1),
            ),
            ("death_star", SdfNode::death_star(1.0, 0.8, 0.5)),
            ("solid_angle", SdfNode::solid_angle(0.5, 1.0)),
            ("rhombus", SdfNode::rhombus(0.5, 0.3, 1.0, 0.05)),
            ("horseshoe", SdfNode::horseshoe(1.0, 0.5, 0.3, 0.1, 0.05)),
            ("vesica", SdfNode::vesica(1.0, 0.5)),
            ("infinite_cylinder", SdfNode::infinite_cylinder(0.5)),
            ("infinite_cone", SdfNode::infinite_cone(0.5)),
            ("gyroid", SdfNode::gyroid(1.0, 0.1)),
            ("schwarz_p", SdfNode::schwarz_p(1.0, 0.1)),
            ("heart", SdfNode::heart(1.0)),
            ("tube", SdfNode::tube(0.5, 0.1, 1.0)),
            ("barrel", SdfNode::barrel(0.5, 1.0, 0.2)),
            ("diamond", SdfNode::diamond(0.5, 1.0)),
            ("egg", SdfNode::egg(1.0, 0.5)),
            (
                "superellipsoid",
                SdfNode::superellipsoid(1.0, 0.5, 0.5, 0.5, 0.5),
            ),
            ("rounded_x", SdfNode::rounded_x(0.5, 0.1, 1.0)),
            ("pie", SdfNode::pie(1.0, 0.5, 1.0)),
            ("trapezoid", SdfNode::trapezoid(0.5, 0.3, 1.0, 0.5)),
            ("parallelogram", SdfNode::parallelogram(0.5, 1.0, 0.2, 0.5)),
            ("tunnel", SdfNode::tunnel(0.5, 1.0, 0.5)),
            (
                "uneven_capsule",
                SdfNode::uneven_capsule(0.3, 0.5, 1.0, 0.5),
            ),
            ("arc_shape", SdfNode::arc_shape(1.0, 0.5, 0.1, 1.0)),
            ("moon", SdfNode::moon(0.5, 1.0, 0.8, 1.0)),
            ("cross_shape", SdfNode::cross_shape(0.5, 0.1, 0.05, 1.0)),
            ("blobby_cross", SdfNode::blobby_cross(0.5, 1.0)),
            ("parabola_segment", SdfNode::parabola_segment(0.5, 1.0, 0.5)),
            ("regular_polygon", SdfNode::regular_polygon(0.5, 6, 1.0)),
            ("star_polygon", SdfNode::star_polygon(0.5, 5, 2.0, 1.0)),
            (
                "chamfered_cube",
                SdfNode::chamfered_cube(0.5, 0.5, 0.5, 0.1),
            ),
            ("stairs", SdfNode::stairs(0.3, 0.2, 5, 0.5)),
            ("helix", SdfNode::helix(1.0, 0.1, 0.5, 2.0)),
            ("tetrahedron", SdfNode::tetrahedron(1.0)),
            ("dodecahedron", SdfNode::dodecahedron(1.0)),
            ("icosahedron", SdfNode::icosahedron(1.0)),
            ("truncated_octahedron", SdfNode::truncated_octahedron(1.0)),
            ("truncated_icosahedron", SdfNode::truncated_icosahedron(1.0)),
            ("box_frame", SdfNode::box_frame(Vec3::splat(1.0), 0.1)),
            ("diamond_surface", SdfNode::diamond_surface(1.0, 0.1)),
            ("neovius", SdfNode::neovius(1.0, 0.1)),
            ("lidinoid", SdfNode::lidinoid(1.0, 0.1)),
            ("iwp", SdfNode::iwp(1.0, 0.1)),
            ("frd", SdfNode::frd(1.0, 0.1)),
            ("fischer_koch_s", SdfNode::fischer_koch_s(1.0, 0.1)),
            ("pmy", SdfNode::pmy(1.0, 0.1)),
            ("triangle", SdfNode::triangle(Vec3::X, Vec3::Y, Vec3::Z)),
            (
                "bezier",
                SdfNode::bezier(Vec3::ZERO, Vec3::new(0.5, 1.0, 0.0), Vec3::X, 0.1),
            ),
            ("circle_2d", SdfNode::circle_2d(0.5, 1.0)),
            ("rect_2d", SdfNode::rect_2d(0.5, 0.3, 1.0)),
            (
                "segment_2d",
                SdfNode::segment_2d(0.0, 0.0, 1.0, 1.0, 0.1, 1.0),
            ),
            (
                "polygon_2d",
                SdfNode::polygon_2d(
                    vec![
                        Vec2::new(0.0, 0.0),
                        Vec2::new(1.0, 0.0),
                        Vec2::new(0.5, 1.0),
                    ],
                    1.0,
                ),
            ),
            (
                "rounded_rect_2d",
                SdfNode::rounded_rect_2d(0.5, 0.3, 0.1, 1.0),
            ),
            ("annular_2d", SdfNode::annular_2d(0.5, 0.1, 1.0)),
        ];

        for (name, prim) in &primitives {
            let shader = WgslShader::transpile(prim, TranspileMode::Hardcoded);
            assert!(
                shader.source.contains("fn sdf_eval"),
                "WGSL transpile failed for primitive '{}': missing sdf_eval",
                name,
            );
        }

        // Operations
        let a = SdfNode::sphere(1.0);
        let b = SdfNode::box3d(0.5, 0.5, 0.5);
        let operations: Vec<(&str, SdfNode)> = vec![
            ("union", a.clone().union(b.clone())),
            ("intersection", a.clone().intersection(b.clone())),
            ("subtract", a.clone().subtract(b.clone())),
            ("smooth_union", a.clone().smooth_union(b.clone(), 0.2)),
            (
                "smooth_intersection",
                a.clone().smooth_intersection(b.clone(), 0.2),
            ),
            ("smooth_subtract", a.clone().smooth_subtract(b.clone(), 0.2)),
            ("chamfer_union", a.clone().chamfer_union(b.clone(), 0.2)),
            (
                "chamfer_intersection",
                a.clone().chamfer_intersection(b.clone(), 0.2),
            ),
            (
                "chamfer_subtract",
                a.clone().chamfer_subtract(b.clone(), 0.2),
            ),
            ("stairs_union", a.clone().stairs_union(b.clone(), 0.2, 4.0)),
            (
                "stairs_intersection",
                a.clone().stairs_intersection(b.clone(), 0.2, 4.0),
            ),
            (
                "stairs_subtract",
                a.clone().stairs_subtract(b.clone(), 0.2, 4.0),
            ),
            (
                "columns_union",
                a.clone().columns_union(b.clone(), 0.2, 4.0),
            ),
            (
                "columns_intersection",
                a.clone().columns_intersection(b.clone(), 0.2, 4.0),
            ),
            (
                "columns_subtract",
                a.clone().columns_subtract(b.clone(), 0.2, 4.0),
            ),
            ("xor", a.clone().xor(b.clone())),
            ("morph", a.clone().morph(b.clone(), 0.5)),
            ("pipe", a.clone().pipe(b.clone(), 0.2)),
            ("engrave", a.clone().engrave(b.clone(), 0.1)),
            ("groove", a.clone().groove(b.clone(), 0.2, 0.1)),
            ("tongue", a.clone().tongue(b.clone(), 0.2, 0.1)),
            (
                "exp_smooth_union",
                a.clone().exp_smooth_union(b.clone(), 0.2),
            ),
            (
                "exp_smooth_intersection",
                a.clone().exp_smooth_intersection(b.clone(), 0.2),
            ),
            ("exp_smooth_subtract", a.exp_smooth_subtract(b, 0.2)),
        ];

        for (name, op) in &operations {
            let shader = WgslShader::transpile(op, TranspileMode::Hardcoded);
            assert!(
                shader.source.contains("fn sdf_eval"),
                "WGSL transpile failed for operation '{}': missing sdf_eval",
                name,
            );
        }

        // Transforms & Modifiers
        let s = SdfNode::sphere(1.0);
        let modifiers: Vec<(&str, SdfNode)> = vec![
            ("translate", s.clone().translate(1.0, 0.0, 0.0)),
            ("rotate", s.clone().rotate_euler(0.5, 0.0, 0.0)),
            ("scale", s.clone().scale(2.0)),
            ("scale_xyz", s.clone().scale_xyz(1.0, 2.0, 0.5)),
            ("twist", s.clone().twist(1.0)),
            ("bend", s.clone().bend(0.5)),
            ("round", s.clone().round(0.1)),
            ("onion", s.clone().onion(0.1)),
            ("elongate", s.clone().elongate(0.5, 0.0, 0.0)),
            ("repeat_infinite", s.clone().repeat_infinite(3.0, 3.0, 3.0)),
            ("mirror", s.clone().mirror(true, false, false)),
            ("octant_mirror", s.clone().octant_mirror()),
            ("revolution", s.clone().revolution(0.5)),
            ("extrude", s.clone().extrude(0.5)),
            ("noise", s.clone().noise(0.1, 2.0, 42)),
            ("taper", s.clone().taper(0.5)),
            ("displacement", s.clone().displacement(0.1)),
            ("polar_repeat", s.clone().polar_repeat(6)),
            ("shear", s.clone().shear(0.1, 0.0, 0.0)),
            ("animated", s.clone().animated(1.0, 0.5)),
            ("with_material", s.with_material(1)),
        ];

        for (name, m) in &modifiers {
            let shader = WgslShader::transpile(m, TranspileMode::Hardcoded);
            assert!(
                shader.source.contains("fn sdf_eval"),
                "WGSL transpile failed for modifier '{}': missing sdf_eval",
                name,
            );
        }
    }
}