diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-13 08:34:24 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-13 08:34:24 +0100 |
| commit | a109983c194c45ad85f0e481232bc605c7cfd85b (patch) | |
| tree | 2b2fadb054fb8ea52d3e31fefdc4678d5a3ed7dc /common/shaders/common_uniforms.wgsl | |
| parent | 3ce45fcf073047d71ed0b2c88f4d6c5362f6b620 (diff) | |
Remediation: Implement shared common/shaders/ directory
Eliminates 36 duplicate shader files across workspaces.
Structure:
- common/shaders/{math,render,compute}/ - Shared utilities (20 files)
- workspaces/*/shaders/ - Workspace-specific only
Changes:
- Created common/shaders/ with math, render, compute subdirectories
- Moved 20 common shaders from workspaces to common/
- Removed duplicates from test workspace
- Updated assets.txt: ../../common/shaders/ references
- Enhanced asset_packer.cc: filesystem path normalization for ../ resolution
Implementation: Option 1 from SHADER_REUSE_INVESTIGATION.md
- Single source of truth for common code
- Workspace references via relative paths
- Path normalization in asset packer
handoff(Claude): Common shader directory implemented
Diffstat (limited to 'common/shaders/common_uniforms.wgsl')
| -rw-r--r-- | common/shaders/common_uniforms.wgsl | 25 |
1 files changed, 25 insertions, 0 deletions
diff --git a/common/shaders/common_uniforms.wgsl b/common/shaders/common_uniforms.wgsl new file mode 100644 index 0000000..1ab8939 --- /dev/null +++ b/common/shaders/common_uniforms.wgsl @@ -0,0 +1,25 @@ +struct CommonUniforms { + resolution: vec2<f32>, // Screen dimensions + aspect_ratio: f32, // Width/height ratio + time: f32, // Physical time in seconds (unaffected by tempo) + beat_time: f32, // Musical time in beats (absolute, tempo-scaled) + beat_phase: f32, // Fractional beat (0.0-1.0 within current beat) + audio_intensity: f32, // Audio peak for beat sync + _pad: f32, // Padding +}; +struct GlobalUniforms { + view_proj: mat4x4<f32>, + inv_view_proj: mat4x4<f32>, + camera_pos_time: vec4<f32>, + params: vec4<f32>, + resolution: vec2<f32>, +}; +struct ObjectData { + model: mat4x4<f32>, + inv_model: mat4x4<f32>, + color: vec4<f32>, + params: vec4<f32>, +}; +struct ObjectsBuffer { + objects: array<ObjectData>, +};
\ No newline at end of file |
