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| author | skal <pascal.massimino@gmail.com> | 2026-02-13 08:21:34 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-13 08:21:34 +0100 |
| commit | eb15703a3f87e4eadc8839b06de12b9c6ec54023 (patch) | |
| tree | 06dcbb3e40df2f08b433927c96335e104b4d0aa7 /assets/final/shaders/chroma_aberration.wgsl | |
| parent | 10673f00dfece584ba81d581b69c9ba706a5ea5a (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- Removed assets/final/ (legacy, superseded by workspaces)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.wgsl | 35 |
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); -} |
