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authorskal <pascal.massimino@gmail.com>2026-02-09 18:51:54 +0100
committerskal <pascal.massimino@gmail.com>2026-02-09 18:51:54 +0100
commit7790472dabfa0ecd06f3408d847860ec6072866e (patch)
tree5bce7b119f42d131daf746ddc052da2da5ff0650 /workspaces/main/shaders/main_shader.wgsl
parent002ab9094f638c46d5db95d478e71c10933aceb2 (diff)
feat: Implement workspace system (Task #77)
Self-contained workspaces for parallel demo development. Structure: - workspaces/main,test - Demo-specific resources - assets/common - Shared resources - workspace.cfg - Configuration per workspace CMake integration: - DEMO_WORKSPACE option (defaults to main) - cmake/ParseWorkspace.cmake - Config parser - Workspace-relative asset/timeline/music paths Migration: - Main demo: demo.seq to workspaces/main/timeline.seq - Test demo: test_demo.seq to workspaces/test/timeline.seq - Common shaders: assets/common/shaders - Workspace shaders: workspaces/*/shaders Build: cmake -B build -DDEMO_WORKSPACE=main cmake -B build_test -DDEMO_WORKSPACE=test All tests passing (36/36). handoff(Claude): Task #77 workspace system complete. Both main and test workspaces build and pass all tests. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'workspaces/main/shaders/main_shader.wgsl')
-rw-r--r--workspaces/main/shaders/main_shader.wgsl25
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diff --git a/workspaces/main/shaders/main_shader.wgsl b/workspaces/main/shaders/main_shader.wgsl
new file mode 100644
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+++ b/workspaces/main/shaders/main_shader.wgsl
@@ -0,0 +1,25 @@
+#include "common_uniforms"
+
+@group(0) @binding(0) var<uniform> uniforms: CommonUniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ let PI = 3.14159265;
+ let num_sides = 7.0;
+ let scale = 0.5 + 0.3 * uniforms.audio_intensity;
+ let tri_idx = f32(i / 3u);
+ let sub_idx = i % 3u;
+ if (sub_idx == 0u) {
+ return vec4<f32>(0.0, 0.0, 0.0, 1.0);
+ }
+ let angle = (tri_idx + f32(sub_idx - 1u)) * 2.0 * PI / num_sides + uniforms.time * 0.5;
+ return vec4<f32>(scale * cos(angle) / uniforms.aspect_ratio, scale * sin(angle), 0.0, 1.0);
+}
+
+@fragment fn fs_main() -> @location(0) vec4<f32> {
+ let h = uniforms.time * 2.0 + uniforms.audio_intensity * 3.0;
+ let r = sin(h) * 0.5 + 0.5;
+ let g = sin(h + 2.0) * 0.9 + 0.3;
+ let b = sin(h + 4.0) * 0.5 + 0.5;
+ let boost = uniforms.audio_intensity * 0.5;
+ return vec4<f32>(r + boost, g + boost, b + boost, 1.0);
+}