diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-08 22:44:37 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-08 22:44:37 +0100 |
| commit | e6c2e5418d67e9b4d12d2da74a81fc57e1147865 (patch) | |
| tree | b5879186fb6717b59a62a4e341425fea3d4e398f /assets/final/shaders/circle_mask_render.wgsl | |
| parent | 1b89a26a750cc32725564a0c5186a437f372fd93 (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_render.wgsl')
| -rw-r--r-- | assets/final/shaders/circle_mask_render.wgsl | 15 |
1 files changed, 8 insertions, 7 deletions
diff --git a/assets/final/shaders/circle_mask_render.wgsl b/assets/final/shaders/circle_mask_render.wgsl index 902600e..6855c95 100644 --- a/assets/final/shaders/circle_mask_render.wgsl +++ b/assets/final/shaders/circle_mask_render.wgsl @@ -4,14 +4,15 @@ @group(0) @binding(0) var mask_tex: texture_2d<f32>; @group(0) @binding(1) var mask_sampler: sampler; -struct Uniforms { - width: f32, - height: f32, - _pad1: f32, - _pad2: f32, +struct CommonUniforms { + resolution: vec2<f32>, + aspect_ratio: f32, + time: f32, + beat: f32, + audio_intensity: f32, }; -@group(0) @binding(2) var<uniform> uniforms: Uniforms; +@group(0) @binding(2) var<uniform> uniforms: CommonUniforms; struct VSOutput { @builtin(position) position: vec4<f32>, @@ -24,7 +25,7 @@ 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 / uniforms.resolution; let mask_value = textureSample(mask_tex, mask_sampler, uv).r; if (mask_value > 0.5) { |
