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authorskal <pascal.massimino@gmail.com>2026-02-03 08:18:13 +0100
committerskal <pascal.massimino@gmail.com>2026-02-03 08:18:13 +0100
commitf32afcbeffa0e8b947457c67c73566da4ebf33cc (patch)
tree8860e7c319b687871e6b9692dc0053eb4b1d583d /assets/final/shaders/main_shader.wgsl
parent7cbebea3a0cce82f3a756c26ab0e1323bbf1d169 (diff)
refactor: Shader Asset Integration (Task #24)
Extracted all hardcoded WGSL shaders into external assets. Updated AssetManager to handle shader snippets. Refactored Renderer3D, VisualDebug, and Effects to load shaders via the AssetManager, enabling better shader management and composition.
Diffstat (limited to 'assets/final/shaders/main_shader.wgsl')
-rw-r--r--assets/final/shaders/main_shader.wgsl29
1 files changed, 29 insertions, 0 deletions
diff --git a/assets/final/shaders/main_shader.wgsl b/assets/final/shaders/main_shader.wgsl
new file mode 100644
index 0000000..7011159
--- /dev/null
+++ b/assets/final/shaders/main_shader.wgsl
@@ -0,0 +1,29 @@
+struct Uniforms {
+ audio_peak: f32,
+ aspect_ratio: f32,
+ time: f32,
+};
+
+@group(0) @binding(0) var<uniform> uniforms: Uniforms;
+
+@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 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_peak * 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;
+ return vec4<f32>(r + boost, g + boost, b + boost, 1.0);
+}