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authorskal <pascal.massimino@gmail.com>2026-03-06 22:53:29 +0100
committerskal <pascal.massimino@gmail.com>2026-03-06 22:53:29 +0100
commit95802739b8ccaf9112fe4fe6e496ba7ae4158aae (patch)
treea9ddce18aa8dab14ee216c207d2699c34f7bef68 /src/effects/scratch.wgsl
parent65054e545d4748a04cd29dd1589740809a68c792 (diff)
feat(effects): add Scratch post-process effect with reusable scratch_lines snippet
- src/shaders/render/scratch_lines.wgsl: reusable WGSL snippet registered as "render/scratch_lines"; call scratch_lines(uv, resolution, time)->f32 from any effect. Uses hash_1f from math/noise; 8 lines/frame, ~24fps flicker. - src/effects/scratch.{wgsl,h,cc}: thin Scratch effect wrapping the snippet. - Applied to "intro" and "rotating_cube" sequences as the final step. - 35/35 tests passing. handoff(Gemini): Scratch effect added. render/scratch_lines snippet is reusable. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'src/effects/scratch.wgsl')
-rw-r--r--src/effects/scratch.wgsl14
1 files changed, 14 insertions, 0 deletions
diff --git a/src/effects/scratch.wgsl b/src/effects/scratch.wgsl
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+// Scratch effect - overlays film scratch lines on top of the input buffer
+#include "sequence_uniforms"
+#include "render/fullscreen_uv_vs"
+#include "render/scratch_lines"
+
+@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;
+
+@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f {
+ let color = textureSample(input_texture, input_sampler, in.uv);
+ let s = scratch_lines(in.uv, uniforms.resolution, uniforms.time);
+ return vec4f(color.rgb + vec3f(s), color.a);
+}