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authorskal <pascal.massimino@gmail.com>2026-03-07 19:02:07 +0100
committerskal <pascal.massimino@gmail.com>2026-03-07 19:02:07 +0100
commite4851ae9f310b44dab25eb979733281002c8953d (patch)
treeee93eb4f2890acfac37a52ca204081783fa46b2e /src/effects/gaussian_blur.wgsl
parent95802739b8ccaf9112fe4fe6e496ba7ae4158aae (diff)
refactor(effects): introduce WgslEffect for shader-only post-process effects
Replace boilerplate .h/.cc pairs for simple single-pass effects with a generic WgslEffect base class that takes a shader string + optional WgslEffectParams (binding 3). Port Flash, Passthrough, Heptagon, Scratch, and GaussianBlur to thin header-only wrappers — no .cc files, no CMake entries needed. Removes 5 .cc files (-243 lines). Update EFFECT_WORKFLOW.md, CONTRIBUTING.md, and AI_RULES.md to document the WgslEffect (Path A) vs full class (Path B) workflow. Doc cleanup: fix stale GaussianBlurParams/PostProcessEffect references and test counts. handoff(Claude): WgslEffect landed; 5 effects ported; docs updated. 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.wgsl17
1 files changed, 6 insertions, 11 deletions
diff --git a/src/effects/gaussian_blur.wgsl b/src/effects/gaussian_blur.wgsl
index 68e0720..de0f2cf 100644
--- a/src/effects/gaussian_blur.wgsl
+++ b/src/effects/gaussian_blur.wgsl
@@ -6,21 +6,16 @@
#include "common_uniforms"
#include "render/fullscreen_vs"
-struct GaussianBlurParams {
- strength: f32,
- strength_audio: f32,
- stretch: f32, // dir_y / dir_x
- _pad: f32,
-};
+// effect_params.p: x=strength, y=strength_audio, z=stretch
+struct WgslEffectParams { p: vec4f, c: vec4f }
@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
-@group(0) @binding(3) var<uniform> params: GaussianBlurParams;
+@group(0) @binding(3) var<uniform> effect_params: WgslEffectParams;
@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 pulse = 1.0 + uniforms.audio_intensity * effect_params.p.y;
+ let size = effect_params.p.x * pulse;
+ let dir = vec2f(1., effect_params.p.z) * size / uniforms.resolution.x;
let uv = p.xy / uniforms.resolution;
var res = vec4f(0.0);