diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-08 22:44:37 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-08 22:44:37 +0100 |
| commit | e6c2e5418d67e9b4d12d2da74a81fc57e1147865 (patch) | |
| tree | b5879186fb6717b59a62a4e341425fea3d4e398f /assets/final/shaders/visual_debug.wgsl | |
| parent | 1b89a26a750cc32725564a0c5186a437f372fd93 (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.wgsl | 14 |
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; } |
