summaryrefslogtreecommitdiff
path: root/assets/final/shaders/circle_mask_render.wgsl
diff options
context:
space:
mode:
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_render.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_render.wgsl')
-rw-r--r--assets/final/shaders/circle_mask_render.wgsl15
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) {