diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-16 14:32:59 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-16 14:32:59 +0100 |
| commit | b2ede3f0680edc894a54e28374cb87ab2690afa2 (patch) | |
| tree | 69e0a8c04eb29be953b037eb98e0a9ac0f1b417a /common/shaders/combined_postprocess.wgsl | |
| parent | 0fd3c982247d05bacbd67db08c865ec67602437f (diff) | |
refactor: remove v2 versioning artifacts, establish Sequence as canonical system
Complete v1→v2 migration cleanup: rename 29 files (sequence_v2→sequence, effect_v2→effect, 14 effect files, 8 shaders, compiler, docs), update all class names and references across 54 files. Archive v1 timeline. System now uses standard naming with all versioning removed. 30/34 tests passing.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'common/shaders/combined_postprocess.wgsl')
| -rw-r--r-- | common/shaders/combined_postprocess.wgsl | 36 |
1 files changed, 36 insertions, 0 deletions
diff --git a/common/shaders/combined_postprocess.wgsl b/common/shaders/combined_postprocess.wgsl new file mode 100644 index 0000000..ea65761 --- /dev/null +++ b/common/shaders/combined_postprocess.wgsl @@ -0,0 +1,36 @@ +// Example: Combined post-process using inline functions +// Demonstrates how to chain multiple simple effects without separate classes + +#include "sequence_uniforms" +#include "postprocess_inline" + +@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; + +struct VertexOutput { + @builtin(position) position: vec4<f32>, + @location(0) uv: vec2<f32>, +}; + +@vertex fn vs_main(@builtin(vertex_index) vid: u32) -> VertexOutput { + var out: VertexOutput; + let x = f32((vid & 1u) << 1u); + let y = f32((vid & 2u)); + out.position = vec4<f32>(x * 2.0 - 1.0, 1.0 - y * 2.0, 0.0, 1.0); + out.uv = vec2<f32>(x, y); + return out; +} + +@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { + // 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, vec3<f32>(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; +} |
