diff options
| 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/solarize.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- Removed assets/final/ (legacy, superseded by workspaces)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/solarize.wgsl')
| -rw-r--r-- | assets/final/shaders/solarize.wgsl | 53 |
1 files changed, 0 insertions, 53 deletions
diff --git a/assets/final/shaders/solarize.wgsl b/assets/final/shaders/solarize.wgsl deleted file mode 100644 index de15dfc..0000000 --- a/assets/final/shaders/solarize.wgsl +++ /dev/null @@ -1,53 +0,0 @@ -@group(0) @binding(0) var smplr: sampler; -@group(0) @binding(1) var txt: texture_2d<f32>; - -#include "common_uniforms" - -@group(0) @binding(2) var<uniform> uniforms: CommonUniforms; - -@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> { - var pos = array<vec2<f32>, 3>( - vec2<f32>(-1, -1), - vec2<f32>(3, -1), - vec2<f32>(-1, 3) - ); - return vec4<f32>(pos[i], 0.0, 1.0); -} - -@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { - let uv = p.xy / uniforms.resolution; - var col = textureSample(txt, smplr, uv); - - // Patterns are 2 seconds long (120 BPM, 4 beats) - let pattern_num = u32(uniforms.time / 2.0); - let is_even_pattern = (pattern_num % 2u) == 0u; - - // Reduced threshold range for subtler effect - let thr = 0.4 + 0.15 * sin(uniforms.time); - let solarize_strength = 0.4; // Reduced from 1.0 for less saturation - - if (is_even_pattern) { - // Even patterns: Subtle red-orange tint - if (col.r < thr) { - col.r = mix(col.r, 1.0 - col.r, solarize_strength); - } - if (col.g < thr) { - col.g = mix(col.g, 1.0 - col.g * 0.7, solarize_strength * 0.7); - } - if (col.b < thr) { - col.b = mix(col.b, col.b * 0.5, solarize_strength); - } - } else { - // Odd patterns: Subtle blue-cyan tint - if (col.r < thr) { - col.r = mix(col.r, col.r * 0.6, solarize_strength); - } - if (col.g < thr) { - col.g = mix(col.g, 1.0 - col.g * 0.8, solarize_strength * 0.8); - } - if (col.b < thr) { - col.b = mix(col.b, 1.0 - col.b, solarize_strength); - } - } - return col; -} |
