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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/main_shader.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/main_shader.wgsl')
-rw-r--r--assets/final/shaders/main_shader.wgsl14
1 files changed, 8 insertions, 6 deletions
diff --git a/assets/final/shaders/main_shader.wgsl b/assets/final/shaders/main_shader.wgsl
index 7011159..5bb7d46 100644
--- a/assets/final/shaders/main_shader.wgsl
+++ b/assets/final/shaders/main_shader.wgsl
@@ -1,15 +1,17 @@
-struct Uniforms {
- audio_peak: f32,
+struct CommonUniforms {
+ resolution: vec2<f32>,
aspect_ratio: f32,
time: f32,
+ beat: f32,
+ audio_intensity: f32,
};
-@group(0) @binding(0) var<uniform> uniforms: Uniforms;
+@group(0) @binding(0) var<uniform> uniforms: CommonUniforms;
@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
let PI = 3.14159265;
let num_sides = 7.0;
- let scale = 0.5 + 0.3 * uniforms.audio_peak;
+ let scale = 0.5 + 0.3 * uniforms.audio_intensity;
let tri_idx = f32(i / 3u);
let sub_idx = i % 3u;
if (sub_idx == 0u) {
@@ -20,10 +22,10 @@ struct Uniforms {
}
@fragment fn fs_main() -> @location(0) vec4<f32> {
- let h = uniforms.time * 2.0 + uniforms.audio_peak * 3.0;
+ let h = uniforms.time * 2.0 + uniforms.audio_intensity * 3.0;
let r = sin(h) * 0.5 + 0.5;
let g = sin(h + 2.0) * 0.9 + 0.3;
let b = sin(h + 4.0) * 0.5 + 0.5;
- let boost = uniforms.audio_peak * 0.5;
+ let boost = uniforms.audio_intensity * 0.5;
return vec4<f32>(r + boost, g + boost, b + boost, 1.0);
}