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authorskal <pascal.massimino@gmail.com>2026-02-28 09:08:57 +0100
committerskal <pascal.massimino@gmail.com>2026-02-28 09:08:57 +0100
commit9ee410594a52cbc699b13de2bde4860d70c959a3 (patch)
treed56adf5931d488abcf3ac8e24a828d2d5b02e8cc /src/shaders/combined_postprocess.wgsl
parent6599a428cd69be6c66c5179e1f0fce42f561f935 (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>
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diff --git a/src/shaders/combined_postprocess.wgsl b/src/shaders/combined_postprocess.wgsl
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+// 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;
+}