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authorskal <pascal.massimino@gmail.com>2026-02-08 22:44:37 +0100
committerskal <pascal.massimino@gmail.com>2026-02-08 22:44:37 +0100
commite6c2e5418d67e9b4d12d2da74a81fc57e1147865 (patch)
treeb5879186fb6717b59a62a4e341425fea3d4e398f /assets/final/shaders/circle_mask_compute.wgsl
parent1b89a26a750cc32725564a0c5186a437f372fd93 (diff)
feat(shaders): Standardize all shaders to use CommonUniforms
Define CommonUniforms struct with standard fields: - resolution: vec2<f32> - aspect_ratio: f32 - time: f32 - beat: f32 - audio_intensity: f32 Updated 14 shaders to use CommonUniforms: - Replaced width/height with resolution - Unified intensity/audio_peak → audio_intensity - Moved effect-specific params to EffectParams struct - visual_debug.wgsl now uses GlobalUniforms.view_proj All shaders now have consistent uniform interface. 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.wgsl22
1 files changed, 14 insertions, 8 deletions
diff --git a/assets/final/shaders/circle_mask_compute.wgsl b/assets/final/shaders/circle_mask_compute.wgsl
index 610ee67..9bb03ff 100644
--- a/assets/final/shaders/circle_mask_compute.wgsl
+++ b/assets/final/shaders/circle_mask_compute.wgsl
@@ -1,14 +1,20 @@
// Circle mask compute shader
// Generates a circular mask (1.0 inside, 0.0 outside)
-struct Uniforms {
- radius: f32,
+struct CommonUniforms {
+ resolution: vec2<f32>,
aspect_ratio: f32,
- width: f32,
- height: f32,
+ time: f32,
+ beat: f32,
+ audio_intensity: f32,
+};
+struct EffectParams {
+ radius: f32,
+ _pad: vec3<f32>,
};
-@group(0) @binding(0) var<uniform> uniforms: Uniforms;
+@group(0) @binding(0) var<uniform> common: CommonUniforms;
+@group(0) @binding(1) var<uniform> params: EffectParams;
struct VSOutput {
@builtin(position) position: vec4<f32>,
@@ -21,13 +27,13 @@ struct VSOutput {
}
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / vec2<f32>(uniforms.width, uniforms.height);
+ let uv = p.xy / common.resolution;
let center = vec2<f32>(0.5, 0.5);
- let aspect_corrected_uv = (uv - center) * vec2<f32>(uniforms.aspect_ratio, 1.0);
+ let aspect_corrected_uv = (uv - center) * vec2<f32>(common.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);
+ let mask = smoothstep(params.radius + edge_width, params.radius - edge_width, dist);
return vec4<f32>(mask, mask, mask, 1.0);
}