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_noise.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_noise.wgsl')
| -rw-r--r-- | common/shaders/compute/gen_noise.wgsl | 26 |
1 files changed, 26 insertions, 0 deletions
diff --git a/common/shaders/compute/gen_noise.wgsl b/common/shaders/compute/gen_noise.wgsl new file mode 100644 index 0000000..5c0babd --- /dev/null +++ b/common/shaders/compute/gen_noise.wgsl @@ -0,0 +1,26 @@ +// GPU procedural noise texture generator. +// Uses compute shader for parallel texture generation. + +#include "math/noise" + +struct NoiseParams { + width: u32, + height: u32, + seed: f32, + frequency: f32, +} + +@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>; +@group(0) @binding(1) var<uniform> params: NoiseParams; + +@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 p = uv * params.frequency + params.seed; + let noise = noise_2d(p); + + textureStore(output_tex, id.xy, vec4<f32>(noise, noise, noise, 1.0)); +} |
