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/gaussian_blur.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/gaussian_blur.wgsl')
| -rw-r--r-- | common/shaders/gaussian_blur.wgsl | 32 |
1 files changed, 0 insertions, 32 deletions
diff --git a/common/shaders/gaussian_blur.wgsl b/common/shaders/gaussian_blur.wgsl deleted file mode 100644 index 7f85719..0000000 --- a/common/shaders/gaussian_blur.wgsl +++ /dev/null @@ -1,32 +0,0 @@ -// Gaussian blur shader for Sequence v2 -#include "sequence_uniforms" -#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main - -@group(0) @binding(0) var input_sampler: sampler; -@group(0) @binding(1) var input_texture: texture_2d<f32>; -@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams; - -struct GaussianBlurParams { - direction: vec2f, - radius: f32, - _pad: f32, -}; -@group(0) @binding(3) var<uniform> params: GaussianBlurParams; - -@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f { - let texel_size = 1.0 / uniforms.resolution; - let offset = params.direction * texel_size; - - var color = vec4f(0.0); - let kernel_size = i32(params.radius); - var weight_sum = 0.0; - - for (var i = -kernel_size; i <= kernel_size; i++) { - let sample_offset = f32(i) * offset; - let weight = exp(-f32(i * i) / (2.0 * params.radius * params.radius)); - color += textureSample(input_texture, input_sampler, in.uv + sample_offset) * weight; - weight_sum += weight; - } - - return color / weight_sum; -} |
