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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_render.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_render.wgsl')
-rw-r--r--assets/final/shaders/particle_render.wgsl11
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);
}