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 | |
| 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')
| -rw-r--r-- | assets/final/shaders/chroma_aberration.wgsl | 20 | ||||
| -rw-r--r-- | assets/final/shaders/circle_mask_compute.wgsl | 22 | ||||
| -rw-r--r-- | assets/final/shaders/circle_mask_render.wgsl | 15 | ||||
| -rw-r--r-- | assets/final/shaders/common_uniforms.wgsl | 7 | ||||
| -rw-r--r-- | assets/final/shaders/distort.wgsl | 12 | ||||
| -rw-r--r-- | assets/final/shaders/ellipse.wgsl | 10 | ||||
| -rw-r--r-- | assets/final/shaders/gaussian_blur.wgsl | 22 | ||||
| -rw-r--r-- | assets/final/shaders/main_shader.wgsl | 14 | ||||
| -rw-r--r-- | assets/final/shaders/particle_compute.wgsl | 11 | ||||
| -rw-r--r-- | assets/final/shaders/particle_render.wgsl | 11 | ||||
| -rw-r--r-- | assets/final/shaders/particle_spray_compute.wgsl | 9 | ||||
| -rw-r--r-- | assets/final/shaders/passthrough.wgsl | 10 | ||||
| -rw-r--r-- | assets/final/shaders/solarize.wgsl | 10 | ||||
| -rw-r--r-- | assets/final/shaders/vignette.wgsl | 37 | ||||
| -rw-r--r-- | assets/final/shaders/visual_debug.wgsl | 14 |
15 files changed, 144 insertions, 80 deletions
diff --git a/assets/final/shaders/chroma_aberration.wgsl b/assets/final/shaders/chroma_aberration.wgsl index f1a3034..ca1e17d 100644 --- a/assets/final/shaders/chroma_aberration.wgsl +++ b/assets/final/shaders/chroma_aberration.wgsl @@ -1,18 +1,20 @@ @group(0) @binding(0) var smplr: sampler; @group(0) @binding(1) var txt: texture_2d<f32>; -struct Uniforms { +struct CommonUniforms { + resolution: vec2<f32>, + aspect_ratio: f32, time: f32, beat: f32, - intensity: f32, - aspect_ratio: f32, - width: f32, - height: f32, + audio_intensity: f32, +}; +struct EffectParams { offset_scale: f32, angle: f32, }; -@group(0) @binding(2) var<uniform> uniforms: Uniforms; +@group(0) @binding(2) var<uniform> common: CommonUniforms; +@group(0) @binding(3) var<uniform> params: EffectParams; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> { var pos = array<vec2<f32>, 3>( @@ -24,11 +26,11 @@ struct Uniforms { } @fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { - let uv = p.xy / vec2<f32>(uniforms.width, uniforms.height); + let uv = p.xy / common.resolution; // 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_mag = params.offset_scale * common.audio_intensity; + let offset_dir = vec2<f32>(cos(params.angle), sin(params.angle)); let offset = offset_mag * offset_dir; // Sample RGB channels with chromatic aberration diff --git a/assets/final/shaders/circle_mask_compute.wgsl b/assets/final/shaders/circle_mask_compute.wgsl index 610ee67..9bb03ff 100644 --- a/assets/final/shaders/circle_mask_compute.wgsl +++ b/assets/final/shaders/circle_mask_compute.wgsl @@ -1,14 +1,20 @@ // Circle mask compute shader // Generates a circular mask (1.0 inside, 0.0 outside) -struct Uniforms { - radius: f32, +struct CommonUniforms { + resolution: vec2<f32>, aspect_ratio: f32, - width: f32, - height: f32, + time: f32, + beat: f32, + audio_intensity: f32, +}; +struct EffectParams { + radius: f32, + _pad: vec3<f32>, }; -@group(0) @binding(0) var<uniform> uniforms: Uniforms; +@group(0) @binding(0) var<uniform> common: CommonUniforms; +@group(0) @binding(1) var<uniform> params: EffectParams; struct VSOutput { @builtin(position) position: vec4<f32>, @@ -21,13 +27,13 @@ struct VSOutput { } @fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { - let uv = p.xy / vec2<f32>(uniforms.width, uniforms.height); + let uv = p.xy / common.resolution; let center = vec2<f32>(0.5, 0.5); - let aspect_corrected_uv = (uv - center) * vec2<f32>(uniforms.aspect_ratio, 1.0); + let aspect_corrected_uv = (uv - center) * vec2<f32>(common.aspect_ratio, 1.0); let dist = length(aspect_corrected_uv); let edge_width = 0.01; - let mask = smoothstep(uniforms.radius + edge_width, uniforms.radius - edge_width, dist); + let mask = smoothstep(params.radius + edge_width, params.radius - edge_width, dist); return vec4<f32>(mask, mask, mask, 1.0); } diff --git a/assets/final/shaders/circle_mask_render.wgsl b/assets/final/shaders/circle_mask_render.wgsl index 902600e..6855c95 100644 --- a/assets/final/shaders/circle_mask_render.wgsl +++ b/assets/final/shaders/circle_mask_render.wgsl @@ -4,14 +4,15 @@ @group(0) @binding(0) var mask_tex: texture_2d<f32>; @group(0) @binding(1) var mask_sampler: sampler; -struct Uniforms { - width: f32, - height: f32, - _pad1: f32, - _pad2: f32, +struct CommonUniforms { + resolution: vec2<f32>, + aspect_ratio: f32, + time: f32, + beat: f32, + audio_intensity: f32, }; -@group(0) @binding(2) var<uniform> uniforms: Uniforms; +@group(0) @binding(2) var<uniform> uniforms: CommonUniforms; struct VSOutput { @builtin(position) position: vec4<f32>, @@ -24,7 +25,7 @@ struct VSOutput { } @fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { - let uv = p.xy / vec2<f32>(uniforms.width, uniforms.height); + let uv = p.xy / uniforms.resolution; let mask_value = textureSample(mask_tex, mask_sampler, uv).r; if (mask_value > 0.5) { diff --git a/assets/final/shaders/common_uniforms.wgsl b/assets/final/shaders/common_uniforms.wgsl index 4b5cf33..1e0e242 100644 --- a/assets/final/shaders/common_uniforms.wgsl +++ b/assets/final/shaders/common_uniforms.wgsl @@ -1,3 +1,10 @@ +struct CommonUniforms { + resolution: vec2<f32>, + aspect_ratio: f32, + time: f32, + beat: f32, + audio_intensity: f32, +}; struct GlobalUniforms { view_proj: mat4x4<f32>, inv_view_proj: mat4x4<f32>, diff --git a/assets/final/shaders/distort.wgsl b/assets/final/shaders/distort.wgsl index 2d5f276..cca01c4 100644 --- a/assets/final/shaders/distort.wgsl +++ b/assets/final/shaders/distort.wgsl @@ -1,15 +1,15 @@ @group(0) @binding(0) var smplr: sampler; @group(0) @binding(1) var txt: texture_2d<f32>; -struct Uniforms { +struct CommonUniforms { + resolution: vec2<f32>, + aspect_ratio: f32, time: f32, beat: f32, - intensity: f32, - aspect_ratio: f32, - resolution: vec2<f32>, + audio_intensity: f32, }; -@group(0) @binding(2) var<uniform> uniforms: 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>( @@ -22,6 +22,6 @@ struct Uniforms { @fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { let uv = p.xy / uniforms.resolution; - let dist = 0.1 * uniforms.intensity * sin(uv.y * 20.0 + uniforms.time * 5.0); + let dist = 0.1 * uniforms.audio_intensity * sin(uv.y * 20.0 + uniforms.time * 5.0); return textureSample(txt, smplr, uv + vec2<f32>(dist, 0.0)); } diff --git a/assets/final/shaders/ellipse.wgsl b/assets/final/shaders/ellipse.wgsl index be236c8..1b6df0b 100644 --- a/assets/final/shaders/ellipse.wgsl +++ b/assets/final/shaders/ellipse.wgsl @@ -1,12 +1,12 @@ -struct Uniforms { +struct CommonUniforms { + resolution: vec2<f32>, + aspect_ratio: f32, time: f32, beat: f32, - intensity: f32, - aspect_ratio: f32, - resolution: vec2<f32>, + audio_intensity: f32, }; -@group(0) @binding(0) var<uniform> uniforms: Uniforms; +@group(0) @binding(0) var<uniform> uniforms: CommonUniforms; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> { var pos = array<vec2<f32>, 3>( diff --git a/assets/final/shaders/gaussian_blur.wgsl b/assets/final/shaders/gaussian_blur.wgsl index e848c6b..39cbf54 100644 --- a/assets/final/shaders/gaussian_blur.wgsl +++ b/assets/final/shaders/gaussian_blur.wgsl @@ -1,18 +1,20 @@ @group(0) @binding(0) var smplr: sampler; @group(0) @binding(1) var txt: texture_2d<f32>; -struct Uniforms { +struct CommonUniforms { + resolution: vec2<f32>, + aspect_ratio: f32, time: f32, beat: f32, - intensity: f32, - aspect_ratio: f32, - width: f32, - height: f32, + audio_intensity: f32, +}; +struct EffectParams { strength: f32, _pad: f32, }; -@group(0) @binding(2) var<uniform> uniforms: Uniforms; +@group(0) @binding(2) var<uniform> common: CommonUniforms; +@group(0) @binding(3) var<uniform> params: EffectParams; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> { var pos = array<vec2<f32>, 3>( @@ -24,16 +26,16 @@ struct Uniforms { } @fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { - let uv = p.xy / vec2<f32>(uniforms.width, uniforms.height); + let uv = p.xy / common.resolution; var res = vec4<f32>(0.0); // Parameterized strength + dramatic beat pulsation - let pulse = 0.5 + uniforms.intensity * 2.0; // Pulsate between 0.5x and 2.5x with beat - let size = uniforms.strength * pulse; + let pulse = 0.5 + common.audio_intensity * 2.0; // Pulsate between 0.5x and 2.5x with beat + let size = params.strength * pulse; for (var x: f32 = -2.0; x <= 2.0; x += 1.0) { for (var y: f32 = -2.0; y <= 2.0; y += 1.0) { - res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * size / uniforms.width); + res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * size / common.resolution.x); } } return res / 25.0; diff --git a/assets/final/shaders/main_shader.wgsl b/assets/final/shaders/main_shader.wgsl index 7011159..5bb7d46 100644 --- a/assets/final/shaders/main_shader.wgsl +++ b/assets/final/shaders/main_shader.wgsl @@ -1,15 +1,17 @@ -struct Uniforms { - audio_peak: f32, +struct CommonUniforms { + resolution: vec2<f32>, aspect_ratio: f32, time: f32, + beat: f32, + audio_intensity: f32, }; -@group(0) @binding(0) var<uniform> uniforms: Uniforms; +@group(0) @binding(0) var<uniform> uniforms: CommonUniforms; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> { let PI = 3.14159265; let num_sides = 7.0; - let scale = 0.5 + 0.3 * uniforms.audio_peak; + let scale = 0.5 + 0.3 * uniforms.audio_intensity; let tri_idx = f32(i / 3u); let sub_idx = i % 3u; if (sub_idx == 0u) { @@ -20,10 +22,10 @@ struct Uniforms { } @fragment fn fs_main() -> @location(0) vec4<f32> { - let h = uniforms.time * 2.0 + uniforms.audio_peak * 3.0; + let h = uniforms.time * 2.0 + uniforms.audio_intensity * 3.0; let r = sin(h) * 0.5 + 0.5; let g = sin(h + 2.0) * 0.9 + 0.3; let b = sin(h + 4.0) * 0.5 + 0.5; - let boost = uniforms.audio_peak * 0.5; + let boost = uniforms.audio_intensity * 0.5; return vec4<f32>(r + boost, g + boost, b + boost, 1.0); } diff --git a/assets/final/shaders/particle_compute.wgsl b/assets/final/shaders/particle_compute.wgsl index a6c96db..f2f7ae3 100644 --- a/assets/final/shaders/particle_compute.wgsl +++ b/assets/final/shaders/particle_compute.wgsl @@ -5,15 +5,16 @@ struct Particle { color: vec4<f32>, }; -struct Uniforms { - audio_peak: f32, +struct CommonUniforms { + resolution: vec2<f32>, aspect_ratio: f32, time: f32, beat: f32, + audio_intensity: f32, }; @group(0) @binding(0) var<storage, read_write> particles: array<Particle>; -@group(0) @binding(1) var<uniform> uniforms: Uniforms; +@group(0) @binding(1) var<uniform> uniforms: CommonUniforms; @compute @workgroup_size(64) fn main(@builtin(global_invocation_id) id: vec3<u32>) { @@ -24,11 +25,11 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) { var p = particles[i]; let new_pos = p.pos.xyz + p.vel.xyz * 0.016; p.pos = vec4<f32>(new_pos, p.pos.w); - p.vel.y = p.vel.y - 0.01 * (1.0 + uniforms.audio_peak * 5.0); + p.vel.y = p.vel.y - 0.01 * (1.0 + uniforms.audio_intensity * 5.0); p.rot.x = p.rot.x + p.rot.y * 0.016; if (p.pos.y < -1.5) { p.pos.y = 1.5; - p.pos.x = (f32(i % 100u) / 50.0) - 1.0 + (uniforms.audio_peak * 0.5); + p.pos.x = (f32(i % 100u) / 50.0) - 1.0 + (uniforms.audio_intensity * 0.5); p.vel.y = 0.0; } particles[i] = p; diff --git a/assets/final/shaders/particle_render.wgsl b/assets/final/shaders/particle_render.wgsl index 6a955f0..a0740dc 100644 --- a/assets/final/shaders/particle_render.wgsl +++ b/assets/final/shaders/particle_render.wgsl @@ -5,15 +5,16 @@ struct Particle { color: vec4<f32>, }; -struct Uniforms { - audio_peak: f32, +struct CommonUniforms { + resolution: vec2<f32>, aspect_ratio: f32, time: f32, beat: f32, + audio_intensity: f32, }; @group(0) @binding(0) var<storage, read> particles: array<Particle>; -@group(0) @binding(1) var<uniform> uniforms: Uniforms; +@group(0) @binding(1) var<uniform> uniforms: CommonUniforms; struct VSOut { @builtin(position) pos: vec4<f32>, @@ -23,7 +24,7 @@ struct VSOut { @vertex fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut { let p = particles[ii]; - let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_peak * 0.02; + let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_intensity * 0.02; var offsets = array<vec2<f32>, 6>( vec2<f32>(-1, -1), vec2<f32>(1, -1), @@ -40,7 +41,7 @@ struct VSOut { // Fade based on lifetime (p.pos.w goes from 1.0 to 0.0) let lifetime_fade = p.pos.w; - let color_with_fade = vec4<f32>(p.color.rgb * (0.5 + 0.5 * uniforms.audio_peak), p.color.a * lifetime_fade); + let color_with_fade = vec4<f32>(p.color.rgb * (0.5 + 0.5 * uniforms.audio_intensity), p.color.a * lifetime_fade); return VSOut(vec4<f32>(pos, 0.0, 1.0), color_with_fade, offset); } diff --git a/assets/final/shaders/particle_spray_compute.wgsl b/assets/final/shaders/particle_spray_compute.wgsl index 55fa8e9..f1a4d43 100644 --- a/assets/final/shaders/particle_spray_compute.wgsl +++ b/assets/final/shaders/particle_spray_compute.wgsl @@ -5,15 +5,16 @@ struct Particle { color: vec4<f32>, }; -struct Uniforms { - intensity: f32, +struct CommonUniforms { + resolution: vec2<f32>, aspect_ratio: f32, time: f32, beat: f32, + audio_intensity: f32, }; @group(0) @binding(0) var<storage, read_write> particles: array<Particle>; -@group(0) @binding(1) var<uniform> uniforms: Uniforms; +@group(0) @binding(1) var<uniform> uniforms: CommonUniforms; fn hash(p: f32) -> f32 { return fract(sin(p) * 43758.5453); @@ -30,7 +31,7 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) { let r = hash(f32(i) + uniforms.time); let angle = r * 6.28318; p.pos = vec4<f32>(0.0, 0.0, 0.0, 1.0); - p.vel = vec4<f32>(cos(angle), sin(angle), 0.0, 0.0) * (0.5 + hash(r) * 0.5) * (1.0 + uniforms.intensity * 2.0); + p.vel = vec4<f32>(cos(angle), sin(angle), 0.0, 0.0) * (0.5 + hash(r) * 0.5) * (1.0 + uniforms.audio_intensity * 2.0); p.color = vec4<f32>(hash(r + 0.1), hash(r + 0.2), 1.0, 1.0); } let new_pos = p.pos.xyz + p.vel.xyz * 0.016; diff --git a/assets/final/shaders/passthrough.wgsl b/assets/final/shaders/passthrough.wgsl index aa4de1c..c1ac60a 100644 --- a/assets/final/shaders/passthrough.wgsl +++ b/assets/final/shaders/passthrough.wgsl @@ -1,14 +1,14 @@ @group(0) @binding(0) var smplr: sampler; @group(0) @binding(1) var txt: texture_2d<f32>; -struct Uniforms { +struct CommonUniforms { + resolution: vec2<f32>, + aspect_ratio: f32, time: f32, beat: f32, - intensity: f32, - aspect_ratio: f32, - resolution: vec2<f32>, + audio_intensity: f32, }; -@group(0) @binding(2) var<uniform> uniforms: 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>( diff --git a/assets/final/shaders/solarize.wgsl b/assets/final/shaders/solarize.wgsl index fcb9d80..c9f19a2 100644 --- a/assets/final/shaders/solarize.wgsl +++ b/assets/final/shaders/solarize.wgsl @@ -1,15 +1,15 @@ @group(0) @binding(0) var smplr: sampler; @group(0) @binding(1) var txt: texture_2d<f32>; -struct Uniforms { +struct CommonUniforms { + resolution: vec2<f32>, + aspect_ratio: f32, time: f32, beat: f32, - intensity: f32, - aspect_ratio: f32, - resolution: vec2<f32>, + audio_intensity: f32, }; -@group(0) @binding(2) var<uniform> uniforms: 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>( diff --git a/assets/final/shaders/vignette.wgsl b/assets/final/shaders/vignette.wgsl new file mode 100644 index 0000000..9b7f43f --- /dev/null +++ b/assets/final/shaders/vignette.wgsl @@ -0,0 +1,37 @@ +@group(0) @binding(0) var input_sampler: sampler; +@group(0) @binding(1) var input_tex: texture_2d<f32>; +struct CommonUniforms { + resolution: vec2<f32>, + aspect_ratio: f32, + time: f32, + beat: f32, + audio_intensity: f32, +}; +struct EffectParams { + radius: f32, + softness: f32, +}; + +@group(0) @binding(2) var<uniform> common: CommonUniforms; +@group(0) @binding(3) var<uniform> params: EffectParams; + +@vertex +fn vs_main(@builtin(vertex_index) vertex_idx: u32) -> @builtin(position) vec4<f32> { + var pos = array<vec2<f32>, 3>( + vec2<f32>(-1.0, -1.0), + vec2<f32>(3.0, -1.0), + vec2<f32>(-1.0, 3.0) + ); + return vec4<f32>(pos[vertex_idx], 0.0, 1.0); +} + +@fragment +fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> { + let uv = pos.xy / common.resolution; + let color = textureSample(input_tex, input_sampler, uv); + + let d = distance(uv, vec2<f32>(0.5, 0.5)); + let vignette = smoothstep(params.radius, params.radius - params.softness, d); + + return vec4<f32>(color.rgb * mix(1.0, vignette, common.audio_intensity), color.a); +}
\ No newline at end of file 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; } |
