diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-28 09:08:57 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-28 09:08:57 +0100 |
| commit | 9ee410594a52cbc699b13de2bde4860d70c959a3 (patch) | |
| tree | d56adf5931d488abcf3ac8e24a828d2d5b02e8cc /common/shaders/compute/gen_perlin.wgsl | |
| parent | 6599a428cd69be6c66c5179e1f0fce42f561f935 (diff) | |
refactor: move common/shaders/ to src/shaders/
Relocates shared WGSL shaders under src/ where all source code lives,
eliminating the top-level common/ directory.
- Update asset references in workspaces/main/assets.txt and workspaces/test/assets.txt
- Update docs: PROJECT_CONTEXT.md, ARCHITECTURE.md, WORKSPACE_SYSTEM.md, SHADER_REUSE_INVESTIGATION.md
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'common/shaders/compute/gen_perlin.wgsl')
| -rw-r--r-- | common/shaders/compute/gen_perlin.wgsl | 44 |
1 files changed, 0 insertions, 44 deletions
diff --git a/common/shaders/compute/gen_perlin.wgsl b/common/shaders/compute/gen_perlin.wgsl deleted file mode 100644 index 2807f6d..0000000 --- a/common/shaders/compute/gen_perlin.wgsl +++ /dev/null @@ -1,44 +0,0 @@ -// GPU procedural Perlin noise texture generator. -// Fractional Brownian Motion using value noise. - -#include "math/noise" - -struct PerlinParams { - width: u32, - height: u32, - seed: f32, - frequency: f32, - amplitude: f32, - amplitude_decay: f32, - octaves: u32, - _pad0: f32, // Padding for alignment -} - -@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>; -@group(0) @binding(1) var<uniform> params: PerlinParams; - -@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 = vec2f(f32(id.x) / f32(params.width), - f32(id.y) / f32(params.height)); - - var value = 0.0; - var amplitude = params.amplitude; - var frequency = params.frequency; - var total_amp = 0.0; - - for (var o: u32 = 0u; o < params.octaves; o++) { - let p = uv * frequency + params.seed; - value += noise_2d(p) * amplitude; - total_amp += amplitude; - frequency *= 2.0; - amplitude *= params.amplitude_decay; - } - - value /= total_amp; - let clamped = clamp(value, 0.0, 1.0); - - textureStore(output_tex, id.xy, vec4f(clamped, clamped, clamped, 1.0)); -} |
