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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/main_shader.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- Removed assets/final/ (legacy, superseded by workspaces)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/main_shader.wgsl')
| -rw-r--r-- | assets/final/shaders/main_shader.wgsl | 25 |
1 files changed, 0 insertions, 25 deletions
diff --git a/assets/final/shaders/main_shader.wgsl b/assets/final/shaders/main_shader.wgsl deleted file mode 100644 index ab0278c..0000000 --- a/assets/final/shaders/main_shader.wgsl +++ /dev/null @@ -1,25 +0,0 @@ -#include "common_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_intensity; - let tri_idx = f32(i / 3u); - let sub_idx = i % 3u; - if (sub_idx == 0u) { - return vec4<f32>(0.0, 0.0, 0.0, 1.0); - } - let angle = (tri_idx + f32(sub_idx - 1u)) * 2.0 * PI / num_sides + uniforms.time * 0.5; - return vec4<f32>(scale * cos(angle) / uniforms.aspect_ratio, scale * sin(angle), 0.0, 1.0); -} - -@fragment fn fs_main() -> @location(0) vec4<f32> { - 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_intensity * 0.5; - return vec4<f32>(r + boost, g + boost, b + boost, 1.0); -} |
