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authorskal <pascal.massimino@gmail.com>2026-02-16 14:32:59 +0100
committerskal <pascal.massimino@gmail.com>2026-02-16 14:32:59 +0100
commitb2ede3f0680edc894a54e28374cb87ab2690afa2 (patch)
tree69e0a8c04eb29be953b037eb98e0a9ac0f1b417a /common/shaders/gaussian_blur_v2.wgsl
parent0fd3c982247d05bacbd67db08c865ec67602437f (diff)
refactor: remove v2 versioning artifacts, establish Sequence as canonical system
Complete v1→v2 migration cleanup: rename 29 files (sequence_v2→sequence, effect_v2→effect, 14 effect files, 8 shaders, compiler, docs), update all class names and references across 54 files. Archive v1 timeline. System now uses standard naming with all versioning removed. 30/34 tests passing. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'common/shaders/gaussian_blur_v2.wgsl')
-rw-r--r--common/shaders/gaussian_blur_v2.wgsl45
1 files changed, 0 insertions, 45 deletions
diff --git a/common/shaders/gaussian_blur_v2.wgsl b/common/shaders/gaussian_blur_v2.wgsl
deleted file mode 100644
index 0f29140..0000000
--- a/common/shaders/gaussian_blur_v2.wgsl
+++ /dev/null
@@ -1,45 +0,0 @@
-// Gaussian blur shader for Sequence v2
-#include "sequence_v2_uniforms"
-
-@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: vec2<f32>,
- radius: f32,
- _pad: f32,
-};
-@group(0) @binding(3) var<uniform> params: GaussianBlurParams;
-
-struct VertexOutput {
- @builtin(position) position: vec4<f32>,
- @location(0) uv: vec2<f32>,
-};
-
-@vertex fn vs_main(@builtin(vertex_index) vid: u32) -> VertexOutput {
- var out: VertexOutput;
- let x = f32((vid & 1u) << 1u);
- let y = f32((vid & 2u));
- out.position = vec4<f32>(x * 2.0 - 1.0, 1.0 - y * 2.0, 0.0, 1.0);
- out.uv = vec2<f32>(x, y);
- return out;
-}
-
-@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
- let texel_size = 1.0 / uniforms.resolution;
- let offset = params.direction * texel_size;
-
- var color = vec4<f32>(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;
-}