diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-08 17:39:33 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-08 17:39:33 +0100 |
| commit | 8296fe5180b979b9d1f32f6375b41f0e0a8a399d (patch) | |
| tree | 28918defcd64001105f8f631a3c0494abd580026 /src/gpu/effects/flash_effect.cc | |
| parent | b85635ea92ace57e4d94288031a3a61a96fcbd2a (diff) | |
feat(gpu): Add parameter-driven ChromaAberrationEffect
Implements Task #73 - Extends shader parametrization system to
ChromaAberrationEffect following the FlashEffect pattern.
Changes:
- Added ChromaAberrationParams struct (offset_scale, angle)
- Added ChromaUniforms with proper WGSL alignment (32 bytes)
- Updated shader to compute offset direction from angle parameter
- Extended seq_compiler to parse offset/angle parameters
- Updated demo.seq with 2 parameterized instances:
* Line 50: offset=0.03 angle=0.785 (45° diagonal, stronger)
* Line 76: offset=0.01 angle=1.57 (90° vertical, subtle)
Technical details:
- Backward-compatible default constructor maintained
- Migrated from raw buffer to UniformBuffer<ChromaUniforms>
- Shader computes direction: vec2(cos(angle), sin(angle))
- Generated code creates ChromaAberrationParams initialization
Testing:
- All 32/32 tests pass
- Demo runs without errors
- Binary size: 5.6M stripped (~200-300 bytes impact)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/gpu/effects/flash_effect.cc')
| -rw-r--r-- | src/gpu/effects/flash_effect.cc | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/gpu/effects/flash_effect.cc b/src/gpu/effects/flash_effect.cc index 1bb4d93..fdd1e1c 100644 --- a/src/gpu/effects/flash_effect.cc +++ b/src/gpu/effects/flash_effect.cc @@ -85,8 +85,8 @@ void FlashEffect::render(WGPURenderPassEncoder pass, float time, float beat, const FlashUniforms u = { .flash_intensity = flash_intensity_, .intensity = intensity, - ._pad1 = {0.0f, 0.0f}, // Padding for vec3 alignment - .color = {r, g, b}, // Time-dependent, computed every frame + ._pad1 = {0.0f, 0.0f}, // Padding for vec3 alignment + .color = {r, g, b}, // Time-dependent, computed every frame ._pad2 = 0.0f}; uniforms_.update(ctx_.queue, u); |
