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authorskal <pascal.massimino@gmail.com>2026-02-16 08:58:46 +0100
committerskal <pascal.massimino@gmail.com>2026-02-16 08:58:46 +0100
commit04938fc4a3335e1459e5fb23d0d091fd2a40c296 (patch)
tree769ab31b1545e17e42e10bf5b35b5ea9d35564f3 /common/shaders/sequence_v2_uniforms.wgsl
parent79fc9fc1e56ef78dfb7b9732febc8c8777fac9fb (diff)
feat(sequence): complete phase 3 - v2 shader integration and effect ports
- Create v2-compatible WGSL shaders with UniformsSequenceParams - Add sequence_v2_uniforms snippet for ShaderComposer - Port 3 effects: PassthroughEffectV2, GaussianBlurEffectV2, HeptagonEffectV2 - Enable and fix end-to-end test (test_sequence_v2_e2e) - Fix shader binding order (sampler at 0, texture at 1) - Fix WebGPU validation (maxAnisotropy=1, explicit depthSlice) - Add v2 shaders to main and test workspace assets - All tests passing (36/36) handoff(Claude): Phase 3 complete, v2 effects functional, ready for phase 4
Diffstat (limited to 'common/shaders/sequence_v2_uniforms.wgsl')
-rw-r--r--common/shaders/sequence_v2_uniforms.wgsl12
1 files changed, 12 insertions, 0 deletions
diff --git a/common/shaders/sequence_v2_uniforms.wgsl b/common/shaders/sequence_v2_uniforms.wgsl
new file mode 100644
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+++ b/common/shaders/sequence_v2_uniforms.wgsl
@@ -0,0 +1,12 @@
+// Sequence v2 uniform structure for WGSL shaders
+// Matches UniformsSequenceParams in sequence_v2.h
+
+struct UniformsSequenceParams {
+ resolution: vec2<f32>,
+ aspect_ratio: f32,
+ time: f32,
+ beat_time: f32,
+ beat_phase: f32,
+ audio_intensity: f32,
+ _pad: f32,
+};