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authorskal <pascal.massimino@gmail.com>2026-02-13 08:21:34 +0100
committerskal <pascal.massimino@gmail.com>2026-02-13 08:21:34 +0100
commiteb15703a3f87e4eadc8839b06de12b9c6ec54023 (patch)
tree06dcbb3e40df2f08b433927c96335e104b4d0aa7 /assets/final/shaders/chroma_aberration.wgsl
parent10673f00dfece584ba81d581b69c9ba706a5ea5a (diff)
Refactor: Reorganize workspaces and remove assets/ directory
Workspace structure now: - workspaces/{main,test}/obj/ (3D models) - workspaces/{main,test}/shaders/ (WGSL shaders) - workspaces/{main,test}/music/ (audio samples) Changes: - Moved workspaces/*/assets/music/ → workspaces/*/music/ - Updated assets.txt paths (assets/music/ → music/) - Moved test_demo.{seq,track} to tools/ - Moved assets/originals/ → tools/originals/ - Removed assets/common/ (legacy, duplicated in workspaces) - Removed assets/final/ (legacy, superseded by workspaces) - Updated hot-reload paths in main.cc - Updated CMake references for test_demo and validation - Updated gen_spectrograms.sh paths handoff(Claude): Workspace reorganization complete
Diffstat (limited to 'assets/final/shaders/chroma_aberration.wgsl')
-rw-r--r--assets/final/shaders/chroma_aberration.wgsl35
1 files changed, 0 insertions, 35 deletions
diff --git a/assets/final/shaders/chroma_aberration.wgsl b/assets/final/shaders/chroma_aberration.wgsl
deleted file mode 100644
index 6c942b7..0000000
--- a/assets/final/shaders/chroma_aberration.wgsl
+++ /dev/null
@@ -1,35 +0,0 @@
-@group(0) @binding(0) var smplr: sampler;
-@group(0) @binding(1) var txt: texture_2d<f32>;
-
-#include "common_uniforms"
-struct ChromaAberrationParams {
- offset_scale: f32,
- angle: f32,
-};
-
-@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
-@group(0) @binding(3) var<uniform> params: ChromaAberrationParams;
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1, -1),
- vec2<f32>(3, -1),
- vec2<f32>(-1, 3)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
-}
-
-@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / uniforms.resolution;
-
- // Compute offset magnitude and direction
- let offset_mag = params.offset_scale * uniforms.audio_intensity;
- let offset_dir = vec2<f32>(cos(params.angle), sin(params.angle));
- let offset = offset_mag * offset_dir;
-
- // Sample RGB channels with chromatic aberration
- let r = textureSample(txt, smplr, uv + offset).r;
- let g = textureSample(txt, smplr, uv).g;
- let b = textureSample(txt, smplr, uv - offset).b;
- return vec4<f32>(r, g, b, 1.0);
-}