summaryrefslogtreecommitdiff
path: root/assets/final/shaders/render/shadows.wgsl
diff options
context:
space:
mode:
authorskal <pascal.massimino@gmail.com>2026-02-05 00:15:00 +0100
committerskal <pascal.massimino@gmail.com>2026-02-05 00:15:00 +0100
commit873fa985bb4b3ec3841fa77adc16a99184cb9507 (patch)
treede047f4045c81314327c20d85c00e552640874d2 /assets/final/shaders/render/shadows.wgsl
parent458b00d254f5e3b1fece6e57462769ce43c96a72 (diff)
feat: Replace explicit priorities with stack-based priority modifiers
Simplifies effect priority management by using relative modifiers instead of explicit numbers, making timeline reordering much more practical. ## New Priority System Effects now use priority modifiers after EFFECT keyword: - `+` increment priority by 1 (or start at 0 if first) - `=` keep same priority as previous effect - `-` decrement priority (or start at -1 if first, for background) Old syntax: ``` EFFECT FlashEffect 0.0 0.5 0 EFFECT FadeEffect 0.1 0.3 1 EFFECT BgCube 0.2 3 -1 ``` New syntax: ``` EFFECT - BgCube 0.2 3 # Priority -1 (background) EFFECT + FlashEffect 0.0 0.5 # Priority 0 EFFECT + FadeEffect 0.1 0.3 # Priority 1 ``` ## Benefits ✓ Reordering effects no longer requires renumbering all priorities ✓ Priority relationships are explicit and relative ✓ File order matches render order (easier to understand) ✓ Same-priority effects clearly marked with `=` ✓ Background layers (-1) clearly marked with `-` ✓ Reduces errors when reorganizing timelines ## Implementation - Updated seq_compiler to parse +/=/- modifiers - Tracks current priority per sequence - First effect sets base priority (0 or -1) - Subsequent effects modify relative to previous - Generated C++ code unchanged (still uses integer priorities) ## Changes to demo.seq - All effects updated to use new syntax - Effects reordered by priority within sequences - Priority gaps removed (were likely unintentional) - Comments updated to reflect new system ## Documentation - Updated SEQUENCE.md with new syntax - Added examples showing +, =, - usage - Explained priority calculation rules This makes timeline authoring significantly more maintainable, especially when experimenting with different effect orderings during development.
Diffstat (limited to 'assets/final/shaders/render/shadows.wgsl')
0 files changed, 0 insertions, 0 deletions