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| author | skal <pascal.massimino@gmail.com> | 2026-02-28 09:08:57 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-28 09:08:57 +0100 |
| commit | 9ee410594a52cbc699b13de2bde4860d70c959a3 (patch) | |
| tree | d56adf5931d488abcf3ac8e24a828d2d5b02e8cc /src/shaders/combined_postprocess.wgsl | |
| parent | 6599a428cd69be6c66c5179e1f0fce42f561f935 (diff) | |
refactor: move common/shaders/ to src/shaders/
Relocates shared WGSL shaders under src/ where all source code lives,
eliminating the top-level common/ directory.
- Update asset references in workspaces/main/assets.txt and workspaces/test/assets.txt
- Update docs: PROJECT_CONTEXT.md, ARCHITECTURE.md, WORKSPACE_SYSTEM.md, SHADER_REUSE_INVESTIGATION.md
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'src/shaders/combined_postprocess.wgsl')
| -rw-r--r-- | src/shaders/combined_postprocess.wgsl | 23 |
1 files changed, 23 insertions, 0 deletions
diff --git a/src/shaders/combined_postprocess.wgsl b/src/shaders/combined_postprocess.wgsl new file mode 100644 index 0000000..c0acfe7 --- /dev/null +++ b/src/shaders/combined_postprocess.wgsl @@ -0,0 +1,23 @@ +// Example: Combined post-process using inline functions +// Demonstrates how to chain multiple simple effects without separate classes + +#include "sequence_uniforms" +#include "postprocess_inline" +#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main + +@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 { + // Sample base color + var color = textureSample(input_texture, input_sampler, in.uv); + + // Apply effects in sequence (customize as needed) + // color = apply_solarize(color, 0.4, 0.4, uniforms.time); + // color = apply_theme(color, vec3f(1.0, 0.8, 0.6), 0.3); + color = apply_vignette(color, in.uv, 0.6, 0.1, uniforms.audio_intensity); + // color = apply_flash(color, uniforms.beat_phase * 0.2); + + return color; +} |
