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| 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_spray_compute.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- Removed assets/final/ (legacy, superseded by workspaces)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_spray_compute.wgsl')
| -rw-r--r-- | assets/final/shaders/particle_spray_compute.wgsl | 35 |
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; -} |
