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authorskal <pascal.massimino@gmail.com>2026-02-16 16:16:13 +0100
committerskal <pascal.massimino@gmail.com>2026-02-16 16:16:13 +0100
commita3583f4c704bb14e02f49cade6996e215d0ee6b4 (patch)
tree340258c6791ac56ce54bc144befe83af4b0c5fea /src/gpu/shaders.cc
parent6ac4fa8fb8c045232575036f4a140b9a0ec1995a (diff)
feat: Add FlashEffect for audio/visual sync testing
- FlashEffect: Beat-synchronized white flash using ShaderComposer - Loads shader from assets (flash.wgsl) with sequence_uniforms include - Uses pow(1.0 - beat_phase, 4.0) for sharp flash at beat start - Updated test_demo.seq to use FlashEffect (was HeptagonEffect) - Added FlashEffect to test suite (test_demo_effects.cc) - Made cnn_test conditional on main workspace (fixes build error) - Flash intensity: 1.0 at beat start, fades to 0.0 by beat end Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/gpu/shaders.cc')
-rw-r--r--src/gpu/shaders.cc42
1 files changed, 19 insertions, 23 deletions
diff --git a/src/gpu/shaders.cc b/src/gpu/shaders.cc
index 7bbc093..d4c13ba 100644
--- a/src/gpu/shaders.cc
+++ b/src/gpu/shaders.cc
@@ -35,7 +35,7 @@ void InitShaderComposer() {
AssetId::ASSET_SHADER_SEQUENCE_V2_UNIFORMS);
register_if_exists("postprocess_inline",
AssetId::ASSET_SHADER_POSTPROCESS_INLINE);
- register_if_exists("camera_common", AssetId::ASSET_SHADER_CAMERA_COMMON);
+ // register_if_exists("camera_common", AssetId::ASSET_SHADER_CAMERA_COMMON);
register_if_exists("math/sdf_shapes", AssetId::ASSET_SHADER_MATH_SDF_SHAPES);
register_if_exists("math/sdf_utils", AssetId::ASSET_SHADER_MATH_SDF_UTILS);
register_if_exists("math/common_utils",
@@ -64,13 +64,14 @@ void InitShaderComposer() {
register_if_exists("render/raymarching",
AssetId::ASSET_SHADER_RENDER_RAYMARCHING);
- register_if_exists("cnn_activation", AssetId::ASSET_SHADER_CNN_ACTIVATION);
- register_if_exists("cnn_conv1x1", AssetId::ASSET_SHADER_CNN_CONV1X1);
- register_if_exists("cnn_conv3x3", AssetId::ASSET_SHADER_CNN_CONV3X3);
- register_if_exists("cnn_conv5x5", AssetId::ASSET_SHADER_CNN_CONV5X5);
- register_if_exists("cnn_conv7x7", AssetId::ASSET_SHADER_CNN_CONV7X7);
- register_if_exists("cnn_weights_generated",
- AssetId::ASSET_SHADER_CNN_WEIGHTS);
+ // CNN shaders (workspace-specific)
+ // register_if_exists("cnn_activation", AssetId::ASSET_SHADER_CNN_ACTIVATION);
+ // register_if_exists("cnn_conv1x1", AssetId::ASSET_SHADER_CNN_CONV1X1);
+ // register_if_exists("cnn_conv3x3", AssetId::ASSET_SHADER_CNN_CONV3X3);
+ // register_if_exists("cnn_conv5x5", AssetId::ASSET_SHADER_CNN_CONV5X5);
+ // register_if_exists("cnn_conv7x7", AssetId::ASSET_SHADER_CNN_CONV7X7);
+ // register_if_exists("cnn_weights_generated",
+ // AssetId::ASSET_SHADER_CNN_WEIGHTS);
#if !defined(STRIP_ALL)
sc.VerifyIncludes();
@@ -115,13 +116,11 @@ const char* solarize_shader_wgsl =
SafeGetAsset(AssetId::ASSET_SHADER_SOLARIZE);
-const char* scene1_shader_wgsl =
+// const char* scene1_shader_wgsl =
+// SafeGetAsset(AssetId::ASSET_SHADER_SCENE1);
- SafeGetAsset(AssetId::ASSET_SHADER_SCENE1);
-
-const char* sdf_test_shader_wgsl =
-
- SafeGetAsset(AssetId::ASSET_SHADER_SDF_TEST);
+// const char* sdf_test_shader_wgsl =
+// SafeGetAsset(AssetId::ASSET_SHADER_SDF_TEST);
const char* distort_shader_wgsl =
@@ -131,9 +130,8 @@ const char* chroma_aberration_shader_wgsl =
SafeGetAsset(AssetId::ASSET_SHADER_CHROMA_ABERRATION);
-const char* cnn_layer_shader_wgsl =
-
- SafeGetAsset(AssetId::ASSET_SHADER_CNN_LAYER);
+// const char* cnn_layer_shader_wgsl =
+// SafeGetAsset(AssetId::ASSET_SHADER_CNN_LAYER);
const char* gen_noise_compute_wgsl =
@@ -175,13 +173,11 @@ const char* heptagon_v2_shader_wgsl =
SafeGetAsset(AssetId::ASSET_SHADER_HEPTAGON_V2);
const char* particle_compute_v2_wgsl =
-
- SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_COMPUTE_V2);
+ SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_COMPUTE);
const char* particle_render_v2_wgsl =
+ SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_RENDER);
- SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_RENDER_V2);
-
-const char* rotating_cube_v2_wgsl =
+const char* rotating_cube_v2_wgsl = "";
- SafeGetAsset(AssetId::ASSET_SHADER_ROTATING_CUBE_V2);
+const char* flash_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_FLASH);