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authorskal <pascal.massimino@gmail.com>2026-02-08 17:43:44 +0100
committerskal <pascal.massimino@gmail.com>2026-02-08 17:43:44 +0100
commit4b23fdc63d422b31b6ad86d34218e7b66b462514 (patch)
tree028e4fec0d49a7a3a997bd446c9f1ce480ce787b /assets/final/shaders/render/scene_query_linear.wgsl
parent8296fe5180b979b9d1f32f6375b41f0e0a8a399d (diff)
feat(gpu): Add parameter-driven GaussianBlurEffect
Extends shader parametrization system to GaussianBlurEffect with strength parameter (Task #73 continued). Changes: - Added GaussianBlurParams struct (strength, default: 2.0f) - Added GaussianBlurUniforms with proper WGSL alignment (32 bytes) - Updated shader to use parameterized strength instead of hardcoded 2.0 - Extended seq_compiler to parse strength parameter - Updated demo.seq with 2 parameterized instances: * Line 38: strength=3.0 (stronger blur for particles) * Line 48: strength=1.5 (subtle blur) Technical details: - Backward-compatible default constructor maintained - Migrated from raw buffer to UniformBuffer<GaussianBlurUniforms> - Shader replaces 'let base_size = 2.0' with 'uniforms.strength' - Generated code creates GaussianBlurParams initialization Testing: - All 32/32 tests pass - Demo runs without errors - Generated code verified correct Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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