diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-13 08:21:34 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-13 08:21:34 +0100 |
| commit | eb15703a3f87e4eadc8839b06de12b9c6ec54023 (patch) | |
| tree | 06dcbb3e40df2f08b433927c96335e104b4d0aa7 /assets/final/shaders/particle_render.wgsl | |
| parent | 10673f00dfece584ba81d581b69c9ba706a5ea5a (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- Removed assets/final/ (legacy, superseded by workspaces)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.wgsl | 52 |
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); -} |
