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authorskal <pascal.massimino@gmail.com>2026-02-09 15:20:09 +0100
committerskal <pascal.massimino@gmail.com>2026-02-09 15:20:09 +0100
commitaf55c4a7a54a90d4c252aa4fe354e7bf8624072e (patch)
tree6aef045c1f52f0df766e5b091cfb61a950d48c3f /assets/final/shaders/solarize.wgsl
parentff4108b383e8b543a298debdb3518a19e08d74ab (diff)
refactor: Deduplicate CommonUniforms with #include in WGSL shaders
Replace redundant CommonUniforms struct definitions across 13 shaders with #include "common_uniforms" directive. Integrate ShaderComposer preprocessing into all shader creation pipelines. Changes: - Replace 9-line CommonUniforms definitions with single #include line - Add ShaderComposer.Compose() to create_post_process_pipeline() - Add ShaderComposer.Compose() to gpu_create_render_pass() - Add ShaderComposer.Compose() to gpu_create_compute_pass() - Add InitShaderComposer() calls to test_effect_base and test_demo_effects - Update test_shader_compilation to compose shaders before validation Net reduction: 83 lines of duplicate code eliminated All 35 tests passing (100%) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'assets/final/shaders/solarize.wgsl')
-rw-r--r--assets/final/shaders/solarize.wgsl10
1 files changed, 1 insertions, 9 deletions
diff --git a/assets/final/shaders/solarize.wgsl b/assets/final/shaders/solarize.wgsl
index 645fb9a..de15dfc 100644
--- a/assets/final/shaders/solarize.wgsl
+++ b/assets/final/shaders/solarize.wgsl
@@ -1,15 +1,7 @@
@group(0) @binding(0) var smplr: sampler;
@group(0) @binding(1) var txt: texture_2d<f32>;
-struct CommonUniforms {
- resolution: vec2<f32>,
- _pad0: f32,
- _pad1: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
- audio_intensity: f32,
-};
+#include "common_uniforms"
@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;