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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_spray_compute.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→ tools/originals/ - Removed assets/common/ (legacy, duplicated in workspaces) - Removed assets/final/ (legacy, superseded by workspaces) - Updated hot-reload paths in main.cc - Updated CMake references for test_demo and validation - Updated gen_spectrograms.sh paths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_spray_compute.wgsl')
-rw-r--r--assets/final/shaders/particle_spray_compute.wgsl35
1 files changed, 0 insertions, 35 deletions
diff --git a/assets/final/shaders/particle_spray_compute.wgsl b/assets/final/shaders/particle_spray_compute.wgsl
deleted file mode 100644
index 4b6e48f..0000000
--- a/assets/final/shaders/particle_spray_compute.wgsl
+++ /dev/null
@@ -1,35 +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_write> particles: array<Particle>;
-@group(0) @binding(1) var<uniform> uniforms: CommonUniforms;
-
-fn hash(p: f32) -> f32 {
- return fract(sin(p) * 43758.5453);
-}
-
-@compute @workgroup_size(64)
-fn main(@builtin(global_invocation_id) id: vec3<u32>) {
- let i = id.x;
- if (i >= arrayLength(&particles)) {
- return;
- }
- var p = particles[i];
- if (p.pos.w <= 0.0) {
- let r = hash(f32(i) + uniforms.time);
- let angle = r * 6.28318;
- p.pos = vec4<f32>(0.0, 0.0, 0.0, 1.0);
- p.vel = vec4<f32>(cos(angle), sin(angle), 0.0, 0.0) * (0.5 + hash(r) * 0.5) * (1.0 + uniforms.audio_intensity * 2.0);
- p.color = vec4<f32>(hash(r + 0.1), hash(r + 0.2), 1.0, 1.0);
- }
- let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
- p.pos = vec4<f32>(new_pos, p.pos.w - 0.01 * (1.0 + uniforms.beat_phase));
- p.vel.y = p.vel.y - 0.01;
- particles[i] = p;
-}