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authorskal <pascal.massimino@gmail.com>2026-02-08 21:58:49 +0100
committerskal <pascal.massimino@gmail.com>2026-02-08 21:58:49 +0100
commit86e56474d284944795f4c02ae850561374620f8a (patch)
tree7ce0b35539e6c632024dd57cf1dafaef90aae487 /assets/final/shaders/circle_mask_compute.wgsl
parentd3a609fad91744c45f6bc59b625a26f8870e271d (diff)
feat: Add CircleMaskEffect and RotatingCubeEffect with auxiliary texture masking
Implements demonstration of auxiliary texture masking system with: - CircleMaskEffect: Generates circular mask, renders green outside circle - RotatingCubeEffect: Renders SDF cube inside circle using mask Architecture: - Mask generation in compute phase (1.0 inside, 0.0 outside) - CircleMask renders green where mask < 0.5 (outside circle) - RotatingCube samples mask and discards where mask < 0.5 Files added: - src/gpu/effects/circle_mask_effect.{h,cc} - src/gpu/effects/rotating_cube_effect.{h,cc} - assets/final/shaders/{circle_mask_compute,circle_mask_render,masked_cube}.wgsl Build system: - Updated CMakeLists.txt with new effect sources - Registered shaders in demo_assets.txt - Updated test_demo_effects.cc (8 scene effects total) Status: Effects temporarily disabled in demo.seq (lines 31-35) - ShaderComposer snippet registration needed for masked_cube.wgsl - All 33 tests pass, demo runs without crashes Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'assets/final/shaders/circle_mask_compute.wgsl')
-rw-r--r--assets/final/shaders/circle_mask_compute.wgsl33
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diff --git a/assets/final/shaders/circle_mask_compute.wgsl b/assets/final/shaders/circle_mask_compute.wgsl
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+++ b/assets/final/shaders/circle_mask_compute.wgsl
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+// Circle mask compute shader
+// Generates a circular mask (1.0 inside, 0.0 outside)
+
+struct Uniforms {
+ radius: f32,
+ aspect_ratio: f32,
+ width: f32,
+ height: f32,
+};
+
+@group(0) @binding(0) var<uniform> uniforms: Uniforms;
+
+struct VSOutput {
+ @builtin(position) position: vec4<f32>,
+};
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> VSOutput {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1), vec2<f32>(3, -1), vec2<f32>(-1, 3));
+ return VSOutput(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 / vec2<f32>(uniforms.width, uniforms.height);
+ let center = vec2<f32>(0.5, 0.5);
+ let aspect_corrected_uv = (uv - center) * vec2<f32>(uniforms.aspect_ratio, 1.0);
+ let dist = length(aspect_corrected_uv);
+
+ let edge_width = 0.01;
+ let mask = smoothstep(uniforms.radius + edge_width, uniforms.radius - edge_width, dist);
+
+ return vec4<f32>(mask, mask, mask, 1.0);
+}