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| author | skal <pascal.massimino@gmail.com> | 2026-02-16 14:32:59 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-16 14:32:59 +0100 |
| commit | b2ede3f0680edc894a54e28374cb87ab2690afa2 (patch) | |
| tree | 69e0a8c04eb29be953b037eb98e0a9ac0f1b417a /common/shaders/gaussian_blur_v2.wgsl | |
| parent | 0fd3c982247d05bacbd67db08c865ec67602437f (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.wgsl | 45 |
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; -} |
