diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-28 11:50:13 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-28 11:50:13 +0100 |
| commit | b9c2a0394343ff3586880d118b7d549b3e748cad (patch) | |
| tree | bfc437f805c6b7344951107df8c7cd69a7ec421f /src/effects/scene2.wgsl | |
| parent | 21d8a0b86ceda19812e9869a72e49c56c90ae3da (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/scene2.wgsl')
| -rw-r--r-- | src/effects/scene2.wgsl | 37 |
1 files changed, 37 insertions, 0 deletions
diff --git a/src/effects/scene2.wgsl b/src/effects/scene2.wgsl new file mode 100644 index 0000000..7df91c3 --- /dev/null +++ b/src/effects/scene2.wgsl @@ -0,0 +1,37 @@ +// Scene2 effect shader - ShaderToy conversion (volumetric clouds) +// Generated by convert_shadertoy.py +// NOTE: Manual review recommended - conversion is basic + +#include "sequence_uniforms" +#include "render/fullscreen_uv_vs" + +@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams; + +fn N(a: vec3f, p: vec3f) -> f32 { + return abs(dot(sin(uniforms.time + 0.1 * p.z + 0.3 * p / a), a + a)); +} + +@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f { + let r = uniforms.resolution; + let frag_coord = vec2f(in.position.x, r.y - in.position.y); + let u = (frag_coord + frag_coord - r) / r.y; + + var p = vec3f(0.0); + var col = vec4f(0.0); + var s: f32 = 0.0; + + for (var i: f32 = 0.0; i < 100.0; i += 1.0) { + p += vec3f(u * s, s); + s = 6.0 + p.y; + s -= N(vec3f(0.08), p); + s -= N(vec3f(0.2), p); + s -= N(vec3f(0.6), p); + s = 0.1 + abs(s) * 0.2; + col += vec4f(4.0, 2.0, 1.0, 0.0) / s; + } + + col *= smoothstep(0.8, 0.75, abs(u.y)); + let len_u = max(length(u), 0.0001); + col = tanh(col / 2000.0 / len_u); + return vec4f(col.rgb, 1.0); +} |
