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| author | skal <pascal.massimino@gmail.com> | 2026-02-08 17:39:33 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-08 17:39:33 +0100 |
| commit | 8296fe5180b979b9d1f32f6375b41f0e0a8a399d (patch) | |
| tree | 28918defcd64001105f8f631a3c0494abd580026 /assets/demo.seq | |
| parent | b85635ea92ace57e4d94288031a3a61a96fcbd2a (diff) | |
feat(gpu): Add parameter-driven ChromaAberrationEffect
Implements Task #73 - Extends shader parametrization system to
ChromaAberrationEffect following the FlashEffect pattern.
Changes:
- Added ChromaAberrationParams struct (offset_scale, angle)
- Added ChromaUniforms with proper WGSL alignment (32 bytes)
- Updated shader to compute offset direction from angle parameter
- Extended seq_compiler to parse offset/angle parameters
- Updated demo.seq with 2 parameterized instances:
* Line 50: offset=0.03 angle=0.785 (45° diagonal, stronger)
* Line 76: offset=0.01 angle=1.57 (90° vertical, subtle)
Technical details:
- Backward-compatible default constructor maintained
- Migrated from raw buffer to UniformBuffer<ChromaUniforms>
- Shader computes direction: vec2(cos(angle), sin(angle))
- Generated code creates ChromaAberrationParams initialization
Testing:
- All 32/32 tests pass
- Demo runs without errors
- Binary size: 5.6M stripped (~200-300 bytes impact)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'assets/demo.seq')
| -rw-r--r-- | assets/demo.seq | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/assets/demo.seq b/assets/demo.seq index 9c0b746..8f84c30 100644 --- a/assets/demo.seq +++ b/assets/demo.seq @@ -47,7 +47,7 @@ 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 + ChromaAberrationEffect 0 6 # Priority 2 + EFFECT + ChromaAberrationEffect 0 6 offset=0.03 angle=0.785 # Priority 2 (diagonal, stronger) EFFECT + SolarizeEffect 0 10 # Priority 3 SEQUENCE 12b 2 @@ -73,7 +73,7 @@ SEQUENCE 17b 2 EFFECT = ParticlesEffect 0 4 # Priority 2 (same layer) EFFECT + Hybrid3DEffect 0 4 # Priority 3 EFFECT + GaussianBlurEffect 0 8 # Priority 4 - EFFECT + ChromaAberrationEffect 0 6 # Priority 5 + EFFECT + ChromaAberrationEffect 0 6 offset=0.01 angle=1.57 # Priority 5 (vertical, subtle) SEQUENCE 24b 1 EFFECT + ThemeModulationEffect 0 8 # Priority 0 |
