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authorskal <pascal.massimino@gmail.com>2026-02-28 09:08:57 +0100
committerskal <pascal.massimino@gmail.com>2026-02-28 09:08:57 +0100
commit9ee410594a52cbc699b13de2bde4860d70c959a3 (patch)
treed56adf5931d488abcf3ac8e24a828d2d5b02e8cc /common/shaders/heptagon.wgsl
parent6599a428cd69be6c66c5179e1f0fce42f561f935 (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/heptagon.wgsl')
-rw-r--r--common/shaders/heptagon.wgsl33
1 files changed, 0 insertions, 33 deletions
diff --git a/common/shaders/heptagon.wgsl b/common/shaders/heptagon.wgsl
deleted file mode 100644
index a8a450f..0000000
--- a/common/shaders/heptagon.wgsl
+++ /dev/null
@@ -1,33 +0,0 @@
-// Heptagon shader for Sequence v2
-#include "sequence_uniforms"
-#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main
-
-// Standard v2 post-process layout (bindings 0,1 unused for scene effects)
-@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams;
-
-fn sdf_heptagon(p: vec2f, r: f32) -> f32 {
- let an = 3.141593 / 7.0; // PI/7 for heptagon
- let acs = vec2f(cos(an), sin(an));
- let bn = (atan2(p.x, p.y) % (2.0 * an)) - an;
- let q = length(p) * vec2f(cos(bn), abs(sin(bn)));
- return length(q - r * acs) * sign(q.x - r * acs.x);
-}
-
-@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f {
- let aspect = uniforms.aspect_ratio;
- let uv = (in.uv * 2.0 - 1.0) * vec2f(aspect, 1.0);
-
- let rotation = uniforms.beat_time * 0.5;
- let c = cos(rotation);
- let s = sin(rotation);
- let rot_uv = vec2f(
- uv.x * c - uv.y * s,
- uv.x * s + uv.y * c
- );
-
- let dist = sdf_heptagon(rot_uv, 0.3);
- let color = mix(vec3f(0.2, 0.4, 0.8), vec3f(1.0, 0.8, 0.2),
- smoothstep(0.01, -0.01, dist));
-
- return vec4f(color, 1.0);
-}