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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/passthrough.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/passthrough.wgsl')
-rw-r--r--common/shaders/passthrough.wgsl32
1 files changed, 19 insertions, 13 deletions
diff --git a/common/shaders/passthrough.wgsl b/common/shaders/passthrough.wgsl
index 266e231..9fb0bdc 100644
--- a/common/shaders/passthrough.wgsl
+++ b/common/shaders/passthrough.wgsl
@@ -1,18 +1,24 @@
-@group(0) @binding(0) var smplr: sampler;
-@group(0) @binding(1) var txt: texture_2d<f32>;
+// Passthrough shader for Sequence v2
+#include "sequence_uniforms"
-#include "common_uniforms"
-@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
+@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;
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1, -1),
- vec2<f32>(3, -1),
- vec2<f32>(-1, 3)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
+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(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- return textureSample(txt, smplr, p.xy / uniforms.resolution);
+@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
+ return textureSample(input_texture, input_sampler, in.uv);
}