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authorskal <pascal.massimino@gmail.com>2026-02-16 14:32:59 +0100
committerskal <pascal.massimino@gmail.com>2026-02-16 14:32:59 +0100
commitb2ede3f0680edc894a54e28374cb87ab2690afa2 (patch)
tree69e0a8c04eb29be953b037eb98e0a9ac0f1b417a /common/shaders/combined_postprocess.wgsl
parent0fd3c982247d05bacbd67db08c865ec67602437f (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')
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1 files changed, 36 insertions, 0 deletions
diff --git a/common/shaders/combined_postprocess.wgsl b/common/shaders/combined_postprocess.wgsl
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+++ b/common/shaders/combined_postprocess.wgsl
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+// 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;
+}