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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/particle_compute.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/particle_compute.wgsl')
-rw-r--r--assets/final/shaders/particle_compute.wgsl11
1 files changed, 6 insertions, 5 deletions
diff --git a/assets/final/shaders/particle_compute.wgsl b/assets/final/shaders/particle_compute.wgsl
index a6c96db..f2f7ae3 100644
--- a/assets/final/shaders/particle_compute.wgsl
+++ b/assets/final/shaders/particle_compute.wgsl
@@ -5,15 +5,16 @@ struct Particle {
color: vec4<f32>,
};
-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<storage, read_write> particles: array<Particle>;
-@group(0) @binding(1) var<uniform> uniforms: Uniforms;
+@group(0) @binding(1) var<uniform> uniforms: CommonUniforms;
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) id: vec3<u32>) {
@@ -24,11 +25,11 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
var p = particles[i];
let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
p.pos = vec4<f32>(new_pos, p.pos.w);
- p.vel.y = p.vel.y - 0.01 * (1.0 + uniforms.audio_peak * 5.0);
+ p.vel.y = p.vel.y - 0.01 * (1.0 + uniforms.audio_intensity * 5.0);
p.rot.x = p.rot.x + p.rot.y * 0.016;
if (p.pos.y < -1.5) {
p.pos.y = 1.5;
- p.pos.x = (f32(i % 100u) / 50.0) - 1.0 + (uniforms.audio_peak * 0.5);
+ p.pos.x = (f32(i % 100u) / 50.0) - 1.0 + (uniforms.audio_intensity * 0.5);
p.vel.y = 0.0;
}
particles[i] = p;