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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
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')
-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.wgsl32
-rw-r--r--common/shaders/passthrough_v2.wgsl24
-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