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authorskal <pascal.massimino@gmail.com>2026-02-13 08:34:24 +0100
committerskal <pascal.massimino@gmail.com>2026-02-13 08:34:24 +0100
commita109983c194c45ad85f0e481232bc605c7cfd85b (patch)
tree2b2fadb054fb8ea52d3e31fefdc4678d5a3ed7dc /common/shaders/common_uniforms.wgsl
parent3ce45fcf073047d71ed0b2c88f4d6c5362f6b620 (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.wgsl25
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