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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/particle_render.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→ tools/originals/ - Removed assets/common/ (legacy, duplicated in workspaces) - Removed assets/final/ (legacy, superseded by workspaces) - Updated hot-reload paths in main.cc - Updated CMake references for test_demo and validation - Updated gen_spectrograms.sh paths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/particle_render.wgsl')
-rw-r--r--assets/final/shaders/particle_render.wgsl52
1 files changed, 0 insertions, 52 deletions
diff --git a/assets/final/shaders/particle_render.wgsl b/assets/final/shaders/particle_render.wgsl
deleted file mode 100644
index 6a2b636..0000000
--- a/assets/final/shaders/particle_render.wgsl
+++ /dev/null
@@ -1,52 +0,0 @@
-struct Particle {
- pos: vec4<f32>,
- vel: vec4<f32>,
- rot: vec4<f32>,
- color: vec4<f32>,
-};
-
-#include "common_uniforms"
-
-@group(0) @binding(0) var<storage, read> particles: array<Particle>;
-@group(0) @binding(1) var<uniform> uniforms: CommonUniforms;
-
-struct VSOut {
- @builtin(position) pos: vec4<f32>,
- @location(0) color: vec4<f32>,
- @location(1) uv: vec2<f32>,
-};
-
-@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_intensity * 0.02;
- var offsets = array<vec2<f32>, 6>(
- vec2<f32>(-1, -1),
- vec2<f32>(1, -1),
- vec2<f32>(-1, 1),
- vec2<f32>(-1, 1),
- vec2<f32>(1, -1),
- vec2<f32>(1, 1)
- );
- let offset = offsets[vi];
- let c = cos(p.rot.x);
- let s = sin(p.rot.x);
- let rotated_offset = vec2<f32>(offset.x * c - offset.y * s, offset.x * s + offset.y * c);
- let pos = vec2<f32>(p.pos.x + rotated_offset.x * size / uniforms.aspect_ratio, p.pos.y + rotated_offset.y * size);
-
- // 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_intensity), p.color.a * lifetime_fade);
-
- return VSOut(vec4<f32>(pos, 0.0, 1.0), color_with_fade, offset);
-}
-
-@fragment fn fs_main(@location(0) color: vec4<f32>, @location(1) uv: vec2<f32>) -> @location(0) vec4<f32> {
- // Calculate distance from center for circular shape
- let dist = length(uv);
-
- // Smooth circular falloff (1.0 at center, 0.0 at edge)
- let circle_alpha = smoothstep(1.0, 0.5, dist);
-
- // Apply circular fade to alpha channel
- return vec4<f32>(color.rgb, color.a * circle_alpha);
-}