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authorskal <pascal.massimino@gmail.com>2026-02-13 08:21:34 +0100
committerskal <pascal.massimino@gmail.com>2026-02-13 08:21:34 +0100
commiteb15703a3f87e4eadc8839b06de12b9c6ec54023 (patch)
tree06dcbb3e40df2f08b433927c96335e104b4d0aa7 /assets/final/shaders/main_shader.wgsl
parent10673f00dfece584ba81d581b69c9ba706a5ea5a (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→ tools/originals/ - Removed assets/common/ (legacy, duplicated in workspaces) - Removed assets/final/ (legacy, superseded by workspaces) - Updated hot-reload paths in main.cc - Updated CMake references for test_demo and validation - Updated gen_spectrograms.sh paths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.wgsl25
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);
-}