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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/compute/gen_perlin.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>
Diffstat (limited to 'src/shaders/compute/gen_perlin.wgsl')
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diff --git a/src/shaders/compute/gen_perlin.wgsl b/src/shaders/compute/gen_perlin.wgsl
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+++ b/src/shaders/compute/gen_perlin.wgsl
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+// GPU procedural Perlin noise texture generator.
+// Fractional Brownian Motion using value noise.
+
+#include "math/noise"
+
+struct PerlinParams {
+ width: u32,
+ height: u32,
+ seed: f32,
+ frequency: f32,
+ amplitude: f32,
+ amplitude_decay: f32,
+ octaves: u32,
+ _pad0: f32, // Padding for alignment
+}
+
+@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>;
+@group(0) @binding(1) var<uniform> params: PerlinParams;
+
+@compute @workgroup_size(8, 8, 1)
+fn main(@builtin(global_invocation_id) id: vec3<u32>) {
+ if (id.x >= params.width || id.y >= params.height) { return; }
+
+ let uv = vec2f(f32(id.x) / f32(params.width),
+ f32(id.y) / f32(params.height));
+
+ var value = 0.0;
+ var amplitude = params.amplitude;
+ var frequency = params.frequency;
+ var total_amp = 0.0;
+
+ for (var o: u32 = 0u; o < params.octaves; o++) {
+ let p = uv * frequency + params.seed;
+ value += noise_2d(p) * amplitude;
+ total_amp += amplitude;
+ frequency *= 2.0;
+ amplitude *= params.amplitude_decay;
+ }
+
+ value /= total_amp;
+ let clamped = clamp(value, 0.0, 1.0);
+
+ textureStore(output_tex, id.xy, vec4f(clamped, clamped, clamped, 1.0));
+}