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authorskal <pascal.massimino@gmail.com>2026-02-12 00:47:57 +0100
committerskal <pascal.massimino@gmail.com>2026-02-12 00:47:57 +0100
commit1b6f3a1273dd7552098d0e634b85ed16e72aabfe (patch)
treeb78bfa8fbd089e2d101d33bbfbfbfbe15246ce71 /doc/EFFECT_WORKFLOW.md
parentc6aa7f1be2d52d9b12507fd0d5381513f5c0b9b6 (diff)
docs: complete beat-based timing documentation
Updated all affected documentation files: - UNIFORM_BUFFER_GUIDELINES.md: New CommonUniforms example - ARCHITECTURE.md: Beat-based timing section - EFFECT_WORKFLOW.md: Available uniforms reference - CONTRIBUTING.md: Updated uniform buffer checklist handoff(Claude): Beat-based timing system fully implemented and documented. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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@@ -37,6 +37,16 @@ void render(WGPURenderPassEncoder pass,
const CommonPostProcessUniforms& uniforms) override;
```
+**Uniforms Available:**
+```cpp
+uniforms.time; // Physical seconds (constant speed)
+uniforms.beat_time; // Musical beats (bar synchronization)
+uniforms.beat_phase; // Fractional beat 0.0-1.0 (smooth oscillation)
+uniforms.audio_intensity; // Audio peak for beat sync
+uniforms.resolution; // Screen dimensions
+uniforms.aspect_ratio; // Width/height ratio
+```
+
**Template:** See `tools/shadertoy/template.*` or use `convert_shadertoy.py`
### 2. Add Shader to Assets