diff options
| 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 | |
| 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')
| -rw-r--r-- | common/shaders/combined_postprocess.wgsl (renamed from common/shaders/combined_postprocess_v2.wgsl) | 2 | ||||
| -rw-r--r-- | common/shaders/gaussian_blur.wgsl (renamed from common/shaders/gaussian_blur_v2.wgsl) | 2 | ||||
| -rw-r--r-- | common/shaders/heptagon.wgsl (renamed from common/shaders/heptagon_v2.wgsl) | 2 | ||||
| -rw-r--r-- | common/shaders/passthrough.wgsl | 32 | ||||
| -rw-r--r-- | common/shaders/passthrough_v2.wgsl | 24 | ||||
| -rw-r--r-- | common/shaders/sequence_uniforms.wgsl (renamed from common/shaders/sequence_v2_uniforms.wgsl) | 0 |
6 files changed, 22 insertions, 40 deletions
diff --git a/common/shaders/combined_postprocess_v2.wgsl b/common/shaders/combined_postprocess.wgsl index a934dce..ea65761 100644 --- a/common/shaders/combined_postprocess_v2.wgsl +++ b/common/shaders/combined_postprocess.wgsl @@ -1,7 +1,7 @@ // Example: Combined post-process using inline functions // Demonstrates how to chain multiple simple effects without separate classes -#include "sequence_v2_uniforms" +#include "sequence_uniforms" #include "postprocess_inline" @group(0) @binding(0) var input_sampler: sampler; diff --git a/common/shaders/gaussian_blur_v2.wgsl b/common/shaders/gaussian_blur.wgsl index 0f29140..293977f 100644 --- a/common/shaders/gaussian_blur_v2.wgsl +++ b/common/shaders/gaussian_blur.wgsl @@ -1,5 +1,5 @@ // Gaussian blur shader for Sequence v2 -#include "sequence_v2_uniforms" +#include "sequence_uniforms" @group(0) @binding(0) var input_sampler: sampler; @group(0) @binding(1) var input_texture: texture_2d<f32>; diff --git a/common/shaders/heptagon_v2.wgsl b/common/shaders/heptagon.wgsl index cb07c18..3bfc59d 100644 --- a/common/shaders/heptagon_v2.wgsl +++ b/common/shaders/heptagon.wgsl @@ -1,5 +1,5 @@ // Heptagon shader for Sequence v2 -#include "sequence_v2_uniforms" +#include "sequence_uniforms" // Standard v2 post-process layout (bindings 0,1 unused for scene effects) @group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams; 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); } diff --git a/common/shaders/passthrough_v2.wgsl b/common/shaders/passthrough_v2.wgsl deleted file mode 100644 index e2fdc25..0000000 --- a/common/shaders/passthrough_v2.wgsl +++ /dev/null @@ -1,24 +0,0 @@ -// Passthrough 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 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> { - return textureSample(input_texture, input_sampler, in.uv); -} diff --git a/common/shaders/sequence_v2_uniforms.wgsl b/common/shaders/sequence_uniforms.wgsl index b302329..b302329 100644 --- a/common/shaders/sequence_v2_uniforms.wgsl +++ b/common/shaders/sequence_uniforms.wgsl |
