diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-28 09:08:57 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-28 09:08:57 +0100 |
| commit | 9ee410594a52cbc699b13de2bde4860d70c959a3 (patch) | |
| tree | d56adf5931d488abcf3ac8e24a828d2d5b02e8cc /common/shaders/combined_postprocess.wgsl | |
| parent | 6599a428cd69be6c66c5179e1f0fce42f561f935 (diff) | |
refactor: move common/shaders/ to src/shaders/
Relocates shared WGSL shaders under src/ where all source code lives,
eliminating the top-level common/ directory.
- Update asset references in workspaces/main/assets.txt and workspaces/test/assets.txt
- Update docs: PROJECT_CONTEXT.md, ARCHITECTURE.md, WORKSPACE_SYSTEM.md, SHADER_REUSE_INVESTIGATION.md
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'common/shaders/combined_postprocess.wgsl')
| -rw-r--r-- | common/shaders/combined_postprocess.wgsl | 23 |
1 files changed, 0 insertions, 23 deletions
diff --git a/common/shaders/combined_postprocess.wgsl b/common/shaders/combined_postprocess.wgsl deleted file mode 100644 index c0acfe7..0000000 --- a/common/shaders/combined_postprocess.wgsl +++ /dev/null @@ -1,23 +0,0 @@ -// Example: Combined post-process using inline functions -// Demonstrates how to chain multiple simple effects without separate classes - -#include "sequence_uniforms" -#include "postprocess_inline" -#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main - -@group(0) @binding(0) var input_sampler: sampler; -@group(0) @binding(1) var input_texture: texture_2d<f32>; -@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams; - -@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f { - // Sample base color - var color = textureSample(input_texture, input_sampler, in.uv); - - // Apply effects in sequence (customize as needed) - // color = apply_solarize(color, 0.4, 0.4, uniforms.time); - // color = apply_theme(color, vec3f(1.0, 0.8, 0.6), 0.3); - color = apply_vignette(color, in.uv, 0.6, 0.1, uniforms.audio_intensity); - // color = apply_flash(color, uniforms.beat_phase * 0.2); - - return color; -} |
