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authorskal <pascal.massimino@gmail.com>2026-02-08 17:43:44 +0100
committerskal <pascal.massimino@gmail.com>2026-02-08 17:43:44 +0100
commit4b23fdc63d422b31b6ad86d34218e7b66b462514 (patch)
tree028e4fec0d49a7a3a997bd446c9f1ce480ce787b /assets
parent8296fe5180b979b9d1f32f6375b41f0e0a8a399d (diff)
feat(gpu): Add parameter-driven GaussianBlurEffect
Extends shader parametrization system to GaussianBlurEffect with strength parameter (Task #73 continued). Changes: - Added GaussianBlurParams struct (strength, default: 2.0f) - Added GaussianBlurUniforms with proper WGSL alignment (32 bytes) - Updated shader to use parameterized strength instead of hardcoded 2.0 - Extended seq_compiler to parse strength parameter - Updated demo.seq with 2 parameterized instances: * Line 38: strength=3.0 (stronger blur for particles) * Line 48: strength=1.5 (subtle blur) Technical details: - Backward-compatible default constructor maintained - Migrated from raw buffer to UniformBuffer<GaussianBlurUniforms> - Shader replaces 'let base_size = 2.0' with 'uniforms.strength' - Generated code creates GaussianBlurParams initialization Testing: - All 32/32 tests pass - Demo runs without errors - Generated code verified correct Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'assets')
-rw-r--r--assets/demo.seq4
-rw-r--r--assets/final/shaders/gaussian_blur.wgsl14
2 files changed, 10 insertions, 8 deletions
diff --git a/assets/demo.seq b/assets/demo.seq
index 8f84c30..cada95e 100644
--- a/assets/demo.seq
+++ b/assets/demo.seq
@@ -35,7 +35,7 @@ SEQUENCE 4b 0
SEQUENCE 6b 1
EFFECT + ParticleSprayEffect 0 4 # Priority 0 (spray particles)
EFFECT + ParticlesEffect 0 4 # Priority 1
- EFFECT = GaussianBlurEffect 0 8 # Priority 1 (same layer)
+ EFFECT = GaussianBlurEffect 0 8 strength=3.0 # Priority 1 (stronger blur)
SEQUENCE 7b 0
EFFECT + HeptagonEffect 0.0 .2 # Priority 0
@@ -46,7 +46,7 @@ SEQUENCE 7b 0
SEQUENCE 8b 3
EFFECT + ThemeModulationEffect 0 4 # Priority 0
EFFECT = HeptagonEffect 0.0 4.0 # Priority 0 (same layer)
- EFFECT + GaussianBlurEffect 0 8 # Priority 1
+ EFFECT + GaussianBlurEffect 0 8 strength=1.5 # Priority 1 (subtle blur)
EFFECT + ChromaAberrationEffect 0 6 offset=0.03 angle=0.785 # Priority 2 (diagonal, stronger)
EFFECT + SolarizeEffect 0 10 # Priority 3
diff --git a/assets/final/shaders/gaussian_blur.wgsl b/assets/final/shaders/gaussian_blur.wgsl
index 7d39ac4..e848c6b 100644
--- a/assets/final/shaders/gaussian_blur.wgsl
+++ b/assets/final/shaders/gaussian_blur.wgsl
@@ -6,7 +6,10 @@ struct Uniforms {
beat: f32,
intensity: f32,
aspect_ratio: f32,
- resolution: vec2<f32>,
+ width: f32,
+ height: f32,
+ strength: f32,
+ _pad: f32,
};
@group(0) @binding(2) var<uniform> uniforms: Uniforms;
@@ -21,17 +24,16 @@ struct Uniforms {
}
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / uniforms.resolution;
+ let uv = p.xy / vec2<f32>(uniforms.width, uniforms.height);
var res = vec4<f32>(0.0);
- // Reduced base size + dramatic beat pulsation
- let base_size = 2.0;
+ // Parameterized strength + dramatic beat pulsation
let pulse = 0.5 + uniforms.intensity * 2.0; // Pulsate between 0.5x and 2.5x with beat
- let size = base_size * pulse;
+ let size = uniforms.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.resolution.x);
+ res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * size / uniforms.width);
}
}
return res / 25.0;