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authorskal <pascal.massimino@gmail.com>2026-02-08 17:43:44 +0100
committerskal <pascal.massimino@gmail.com>2026-02-08 17:43:44 +0100
commit4b23fdc63d422b31b6ad86d34218e7b66b462514 (patch)
tree028e4fec0d49a7a3a997bd446c9f1ce480ce787b /assets/demo.seq
parent8296fe5180b979b9d1f32f6375b41f0e0a8a399d (diff)
feat(gpu): Add parameter-driven GaussianBlurEffect
Extends shader parametrization system to GaussianBlurEffect with strength parameter (Task #73 continued). Changes: - Added GaussianBlurParams struct (strength, default: 2.0f) - Added GaussianBlurUniforms with proper WGSL alignment (32 bytes) - Updated shader to use parameterized strength instead of hardcoded 2.0 - Extended seq_compiler to parse strength parameter - Updated demo.seq with 2 parameterized instances: * Line 38: strength=3.0 (stronger blur for particles) * Line 48: strength=1.5 (subtle blur) Technical details: - Backward-compatible default constructor maintained - Migrated from raw buffer to UniformBuffer<GaussianBlurUniforms> - Shader replaces 'let base_size = 2.0' with 'uniforms.strength' - Generated code creates GaussianBlurParams initialization Testing: - All 32/32 tests pass - Demo runs without errors - Generated code verified correct Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'assets/demo.seq')
-rw-r--r--assets/demo.seq4
1 files changed, 2 insertions, 2 deletions
diff --git a/assets/demo.seq b/assets/demo.seq
index 8f84c30..cada95e 100644
--- a/assets/demo.seq
+++ b/assets/demo.seq
@@ -35,7 +35,7 @@ SEQUENCE 4b 0
SEQUENCE 6b 1
EFFECT + ParticleSprayEffect 0 4 # Priority 0 (spray particles)
EFFECT + ParticlesEffect 0 4 # Priority 1
- EFFECT = GaussianBlurEffect 0 8 # Priority 1 (same layer)
+ EFFECT = GaussianBlurEffect 0 8 strength=3.0 # Priority 1 (stronger blur)
SEQUENCE 7b 0
EFFECT + HeptagonEffect 0.0 .2 # Priority 0
@@ -46,7 +46,7 @@ SEQUENCE 7b 0
SEQUENCE 8b 3
EFFECT + ThemeModulationEffect 0 4 # Priority 0
EFFECT = HeptagonEffect 0.0 4.0 # Priority 0 (same layer)
- EFFECT + GaussianBlurEffect 0 8 # Priority 1
+ EFFECT + GaussianBlurEffect 0 8 strength=1.5 # Priority 1 (subtle blur)
EFFECT + ChromaAberrationEffect 0 6 offset=0.03 angle=0.785 # Priority 2 (diagonal, stronger)
EFFECT + SolarizeEffect 0 10 # Priority 3