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/compute/gen_mask.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/compute/gen_mask.wgsl')
| -rw-r--r-- | common/shaders/compute/gen_mask.wgsl | 27 |
1 files changed, 27 insertions, 0 deletions
diff --git a/common/shaders/compute/gen_mask.wgsl b/common/shaders/compute/gen_mask.wgsl new file mode 100644 index 0000000..1ce9f52 --- /dev/null +++ b/common/shaders/compute/gen_mask.wgsl @@ -0,0 +1,27 @@ +// This file is part of the 64k demo project. +// GPU composite shader: Multiply texture A by texture B (masking). + +struct MaskParams { + width: u32, + height: u32, +} + +@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>; +@group(0) @binding(1) var<uniform> params: MaskParams; +@group(0) @binding(2) var input_a: texture_2d<f32>; +@group(0) @binding(3) var input_b: texture_2d<f32>; +@group(0) @binding(4) var tex_sampler: sampler; + +@compute @workgroup_size(8, 8, 1) +fn main(@builtin(global_invocation_id) id: vec3<u32>) { + if (id.x >= params.width || id.y >= params.height) { return; } + + let uv = vec2<f32>(f32(id.x) / f32(params.width), + f32(id.y) / f32(params.height)); + + let color_a = textureSampleLevel(input_a, tex_sampler, uv, 0.0); + let mask_b = textureSampleLevel(input_b, tex_sampler, uv, 0.0); + let masked = color_a * mask_b; + + textureStore(output_tex, id.xy, masked); +} |
