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authorskal <pascal.massimino@gmail.com>2026-02-08 22:44:37 +0100
committerskal <pascal.massimino@gmail.com>2026-02-08 22:44:37 +0100
commite6c2e5418d67e9b4d12d2da74a81fc57e1147865 (patch)
treeb5879186fb6717b59a62a4e341425fea3d4e398f /assets/final/shaders/visual_debug.wgsl
parent1b89a26a750cc32725564a0c5186a437f372fd93 (diff)
feat(shaders): Standardize all shaders to use CommonUniforms
Define CommonUniforms struct with standard fields: - resolution: vec2<f32> - aspect_ratio: f32 - time: f32 - beat: f32 - audio_intensity: f32 Updated 14 shaders to use CommonUniforms: - Replaced width/height with resolution - Unified intensity/audio_peak → audio_intensity - Moved effect-specific params to EffectParams struct - visual_debug.wgsl now uses GlobalUniforms.view_proj All shaders now have consistent uniform interface. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'assets/final/shaders/visual_debug.wgsl')
-rw-r--r--assets/final/shaders/visual_debug.wgsl14
1 files changed, 9 insertions, 5 deletions
diff --git a/assets/final/shaders/visual_debug.wgsl b/assets/final/shaders/visual_debug.wgsl
index e91c1a9..63e1f13 100644
--- a/assets/final/shaders/visual_debug.wgsl
+++ b/assets/final/shaders/visual_debug.wgsl
@@ -1,7 +1,11 @@
-struct Uniforms {
- viewProj : mat4x4<f32>,
-}
-@group(0) @binding(0) var<uniform> uniforms : Uniforms;
+struct GlobalUniforms {
+ view_proj: mat4x4<f32>,
+ inv_view_proj: mat4x4<f32>,
+ camera_pos_time: vec4<f32>,
+ params: vec4<f32>,
+ resolution: vec2<f32>,
+};
+@group(0) @binding(0) var<uniform> uniforms : GlobalUniforms;
struct VertexInput {
@location(0) position : vec3<f32>,
@@ -16,7 +20,7 @@ struct VertexOutput {
@vertex
fn vs_main(in : VertexInput) -> VertexOutput {
var out : VertexOutput;
- out.position = uniforms.viewProj * vec4<f32>(in.position, 1.0);
+ out.position = uniforms.view_proj * vec4<f32>(in.position, 1.0);
out.color = in.color;
return out;
}