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authorskal <pascal.massimino@gmail.com>2026-02-28 11:50:13 +0100
committerskal <pascal.massimino@gmail.com>2026-02-28 11:50:13 +0100
commitb9c2a0394343ff3586880d118b7d549b3e748cad (patch)
treebfc437f805c6b7344951107df8c7cd69a7ec421f /src/effects/gaussian_blur.wgsl
parent21d8a0b86ceda19812e9869a72e49c56c90ae3da (diff)
refactor(effects): co-locate effect WGSL shaders with their .h/.cc in src/effects/
Move 13 effect-specific shaders from workspaces/main/shaders/ to src/effects/ so each effect's .h, .cc, and .wgsl are together. Update assets.txt paths in both main and test workspaces. Update EFFECT_WORKFLOW.md to reflect new location. Shared/reusable snippets remain in src/shaders/. handoff(Gemini): shaders moved; src/effects/ now has .h, .cc, and .wgsl per effect. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'src/effects/gaussian_blur.wgsl')
-rw-r--r--src/effects/gaussian_blur.wgsl33
1 files changed, 33 insertions, 0 deletions
diff --git a/src/effects/gaussian_blur.wgsl b/src/effects/gaussian_blur.wgsl
new file mode 100644
index 0000000..68e0720
--- /dev/null
+++ b/src/effects/gaussian_blur.wgsl
@@ -0,0 +1,33 @@
+// 5x5 gaussian blur
+
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+#include "common_uniforms"
+#include "render/fullscreen_vs"
+
+struct GaussianBlurParams {
+ strength: f32,
+ strength_audio: f32,
+ stretch: f32, // dir_y / dir_x
+ _pad: f32,
+};
+
+@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
+@group(0) @binding(3) var<uniform> params: GaussianBlurParams;
+
+@fragment fn fs_main(@builtin(position) p: vec4f) -> @location(0) vec4f {
+ // Parameterized strength + dramatic beat pulsation
+ let pulse = 1.0 + uniforms.audio_intensity * params.strength_audio; // Pulsate beat
+ let size = params.strength * pulse;
+ let dir = vec2f(1., params.stretch) * size / uniforms.resolution.x;
+
+ let uv = p.xy / uniforms.resolution;
+ var res = vec4f(0.0);
+ for (var x: f32 = -2.0; x <= 2.0; x += 1.0) {
+ for (var y: f32 = -2.0; y <= 2.0; y += 1.0) {
+ res += textureSample(txt, smplr, uv + vec2f(x, y) * dir);
+ }
+ }
+ return res * (1. / 25.0);
+}