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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/passthrough.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/passthrough.wgsl')
-rw-r--r--src/shaders/passthrough.wgsl11
1 files changed, 11 insertions, 0 deletions
diff --git a/src/shaders/passthrough.wgsl b/src/shaders/passthrough.wgsl
new file mode 100644
index 0000000..bce377c
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+++ b/src/shaders/passthrough.wgsl
@@ -0,0 +1,11 @@
+// Passthrough shader for Sequence v2
+#include "sequence_uniforms"
+#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 {
+ return textureSample(input_texture, input_sampler, in.uv);
+}