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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/distort.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/distort.wgsl')
-rw-r--r--assets/final/shaders/distort.wgsl12
1 files changed, 6 insertions, 6 deletions
diff --git a/assets/final/shaders/distort.wgsl b/assets/final/shaders/distort.wgsl
index 2d5f276..cca01c4 100644
--- a/assets/final/shaders/distort.wgsl
+++ b/assets/final/shaders/distort.wgsl
@@ -1,15 +1,15 @@
@group(0) @binding(0) var smplr: sampler;
@group(0) @binding(1) var txt: texture_2d<f32>;
-struct Uniforms {
+struct CommonUniforms {
+ resolution: vec2<f32>,
+ aspect_ratio: f32,
time: f32,
beat: f32,
- intensity: f32,
- aspect_ratio: f32,
- resolution: vec2<f32>,
+ audio_intensity: f32,
};
-@group(0) @binding(2) var<uniform> uniforms: Uniforms;
+@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
@@ -22,6 +22,6 @@ struct Uniforms {
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
let uv = p.xy / uniforms.resolution;
- let dist = 0.1 * uniforms.intensity * sin(uv.y * 20.0 + uniforms.time * 5.0);
+ let dist = 0.1 * uniforms.audio_intensity * sin(uv.y * 20.0 + uniforms.time * 5.0);
return textureSample(txt, smplr, uv + vec2<f32>(dist, 0.0));
}