diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-08 22:44:37 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-08 22:44:37 +0100 |
| commit | e6c2e5418d67e9b4d12d2da74a81fc57e1147865 (patch) | |
| tree | b5879186fb6717b59a62a4e341425fea3d4e398f /assets/final/shaders/particle_render.wgsl | |
| parent | 1b89a26a750cc32725564a0c5186a437f372fd93 (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_render.wgsl')
| -rw-r--r-- | assets/final/shaders/particle_render.wgsl | 11 |
1 files changed, 6 insertions, 5 deletions
diff --git a/assets/final/shaders/particle_render.wgsl b/assets/final/shaders/particle_render.wgsl index 6a955f0..a0740dc 100644 --- a/assets/final/shaders/particle_render.wgsl +++ b/assets/final/shaders/particle_render.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> particles: array<Particle>; -@group(0) @binding(1) var<uniform> uniforms: Uniforms; +@group(0) @binding(1) var<uniform> uniforms: CommonUniforms; struct VSOut { @builtin(position) pos: vec4<f32>, @@ -23,7 +24,7 @@ struct VSOut { @vertex fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut { let p = particles[ii]; - let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_peak * 0.02; + let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_intensity * 0.02; var offsets = array<vec2<f32>, 6>( vec2<f32>(-1, -1), vec2<f32>(1, -1), @@ -40,7 +41,7 @@ struct VSOut { // Fade based on lifetime (p.pos.w goes from 1.0 to 0.0) let lifetime_fade = p.pos.w; - let color_with_fade = vec4<f32>(p.color.rgb * (0.5 + 0.5 * uniforms.audio_peak), p.color.a * lifetime_fade); + let color_with_fade = vec4<f32>(p.color.rgb * (0.5 + 0.5 * uniforms.audio_intensity), p.color.a * lifetime_fade); return VSOut(vec4<f32>(pos, 0.0, 1.0), color_with_fade, offset); } |
