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| author | skal <pascal.massimino@gmail.com> | 2026-02-13 08:21:34 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-13 08:21:34 +0100 |
| commit | eb15703a3f87e4eadc8839b06de12b9c6ec54023 (patch) | |
| tree | 06dcbb3e40df2f08b433927c96335e104b4d0aa7 /assets/final/shaders/gaussian_blur.wgsl | |
| parent | 10673f00dfece584ba81d581b69c9ba706a5ea5a (diff) | |
Refactor: Reorganize workspaces and remove assets/ directory
Workspace structure now:
- workspaces/{main,test}/obj/ (3D models)
- workspaces/{main,test}/shaders/ (WGSL shaders)
- workspaces/{main,test}/music/ (audio samples)
Changes:
- Moved workspaces/*/assets/music/ → workspaces/*/music/
- Updated assets.txt paths (assets/music/ → music/)
- Moved test_demo.{seq,track} to tools/
- Moved assets/originals/ → tools/originals/
- Removed assets/common/ (legacy, duplicated in workspaces)
- Removed assets/final/ (legacy, superseded by workspaces)
- Updated hot-reload paths in main.cc
- Updated CMake references for test_demo and validation
- Updated gen_spectrograms.sh paths
handoff(Claude): Workspace reorganization complete
Diffstat (limited to 'assets/final/shaders/gaussian_blur.wgsl')
| -rw-r--r-- | assets/final/shaders/gaussian_blur.wgsl | 36 |
1 files changed, 0 insertions, 36 deletions
diff --git a/assets/final/shaders/gaussian_blur.wgsl b/assets/final/shaders/gaussian_blur.wgsl deleted file mode 100644 index 02156f7..0000000 --- a/assets/final/shaders/gaussian_blur.wgsl +++ /dev/null @@ -1,36 +0,0 @@ -@group(0) @binding(0) var smplr: sampler; -@group(0) @binding(1) var txt: texture_2d<f32>; - -#include "common_uniforms" -struct GaussianBlurParams { - strength: f32, - _pad: f32, -}; - -@group(0) @binding(2) var<uniform> uniforms: CommonUniforms; -@group(0) @binding(3) var<uniform> params: GaussianBlurParams; - -@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> { - var pos = array<vec2<f32>, 3>( - vec2<f32>(-1, -1), - vec2<f32>(3, -1), - vec2<f32>(-1, 3) - ); - return 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 / uniforms.resolution; - var res = vec4<f32>(0.0); - - // Parameterized strength + dramatic beat pulsation - let pulse = 0.5 + uniforms.audio_intensity * 2.0; // Pulsate between 0.5x and 2.5x with beat - let size = params.strength * pulse; - - for (var x: f32 = -2.0; x <= 2.0; x += 1.0) { - for (var y: f32 = -2.0; y <= 2.0; y += 1.0) { - res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * size / uniforms.resolution.x); - } - } - return res / 25.0; -} |
