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authorskal <pascal.massimino@gmail.com>2026-02-08 17:39:33 +0100
committerskal <pascal.massimino@gmail.com>2026-02-08 17:39:33 +0100
commit8296fe5180b979b9d1f32f6375b41f0e0a8a399d (patch)
tree28918defcd64001105f8f631a3c0494abd580026 /assets/final/shaders
parentb85635ea92ace57e4d94288031a3a61a96fcbd2a (diff)
feat(gpu): Add parameter-driven ChromaAberrationEffect
Implements Task #73 - Extends shader parametrization system to ChromaAberrationEffect following the FlashEffect pattern. Changes: - Added ChromaAberrationParams struct (offset_scale, angle) - Added ChromaUniforms with proper WGSL alignment (32 bytes) - Updated shader to compute offset direction from angle parameter - Extended seq_compiler to parse offset/angle parameters - Updated demo.seq with 2 parameterized instances: * Line 50: offset=0.03 angle=0.785 (45° diagonal, stronger) * Line 76: offset=0.01 angle=1.57 (90° vertical, subtle) Technical details: - Backward-compatible default constructor maintained - Migrated from raw buffer to UniformBuffer<ChromaUniforms> - Shader computes direction: vec2(cos(angle), sin(angle)) - Generated code creates ChromaAberrationParams initialization Testing: - All 32/32 tests pass - Demo runs without errors - Binary size: 5.6M stripped (~200-300 bytes impact) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'assets/final/shaders')
-rw-r--r--assets/final/shaders/chroma_aberration.wgsl19
1 files changed, 14 insertions, 5 deletions
diff --git a/assets/final/shaders/chroma_aberration.wgsl b/assets/final/shaders/chroma_aberration.wgsl
index cd80afa..f1a3034 100644
--- a/assets/final/shaders/chroma_aberration.wgsl
+++ b/assets/final/shaders/chroma_aberration.wgsl
@@ -6,7 +6,10 @@ struct Uniforms {
beat: f32,
intensity: f32,
aspect_ratio: f32,
- resolution: vec2<f32>,
+ width: f32,
+ height: f32,
+ offset_scale: f32,
+ angle: f32,
};
@group(0) @binding(2) var<uniform> uniforms: Uniforms;
@@ -21,10 +24,16 @@ struct Uniforms {
}
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / uniforms.resolution;
- let off = 0.02 * uniforms.intensity;
- let r = textureSample(txt, smplr, uv + vec2<f32>(off, 0.0)).r;
+ let uv = p.xy / vec2<f32>(uniforms.width, uniforms.height);
+
+ // Compute offset magnitude and direction
+ let offset_mag = uniforms.offset_scale * uniforms.intensity;
+ let offset_dir = vec2<f32>(cos(uniforms.angle), sin(uniforms.angle));
+ let offset = offset_mag * offset_dir;
+
+ // Sample RGB channels with chromatic aberration
+ let r = textureSample(txt, smplr, uv + offset).r;
let g = textureSample(txt, smplr, uv).g;
- let b = textureSample(txt, smplr, uv - vec2<f32>(off, 0.0)).b;
+ let b = textureSample(txt, smplr, uv - offset).b;
return vec4<f32>(r, g, b, 1.0);
}