diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-28 11:50:13 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-28 11:50:13 +0100 |
| commit | b9c2a0394343ff3586880d118b7d549b3e748cad (patch) | |
| tree | bfc437f805c6b7344951107df8c7cd69a7ec421f /workspaces/main/shaders/particle_compute.wgsl | |
| parent | 21d8a0b86ceda19812e9869a72e49c56c90ae3da (diff) | |
refactor(effects): co-locate effect WGSL shaders with their .h/.cc in src/effects/
Move 13 effect-specific shaders from workspaces/main/shaders/ to src/effects/
so each effect's .h, .cc, and .wgsl are together. Update assets.txt paths in
both main and test workspaces. Update EFFECT_WORKFLOW.md to reflect new location.
Shared/reusable snippets remain in src/shaders/.
handoff(Gemini): shaders moved; src/effects/ now has .h, .cc, and .wgsl per effect.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'workspaces/main/shaders/particle_compute.wgsl')
| -rw-r--r-- | workspaces/main/shaders/particle_compute.wgsl | 31 |
1 files changed, 0 insertions, 31 deletions
diff --git a/workspaces/main/shaders/particle_compute.wgsl b/workspaces/main/shaders/particle_compute.wgsl deleted file mode 100644 index 2960cc4..0000000 --- a/workspaces/main/shaders/particle_compute.wgsl +++ /dev/null @@ -1,31 +0,0 @@ -// Particle simulation (compute shader) - V2 -struct Particle { - pos: vec4f, - vel: vec4f, - rot: vec4f, - color: vec4f, -}; - -#include "sequence_uniforms" - -@group(0) @binding(0) var<storage, read_write> particles: array<Particle>; -@group(0) @binding(1) var<uniform> uniforms: UniformsSequenceParams; - -@compute @workgroup_size(64) -fn main(@builtin(global_invocation_id) id: vec3u) { - let i = id.x; - if (i >= arrayLength(&particles)) { - return; - } - var p = particles[i]; - let new_pos = p.pos.xyz + p.vel.xyz * 0.016; - p.pos = vec4f(new_pos, p.pos.w); - p.vel.y = p.vel.y - 0.01 * (1.0 + uniforms.audio_intensity * 5.0); - p.rot.x = p.rot.x + p.rot.y * 0.016; - if (p.pos.y < -1.5) { - p.pos.y = 1.5; - p.pos.x = (f32(i % 100u) / 50.0) - 1.0 + (uniforms.audio_intensity * 0.5); - p.vel.y = 0.0; - } - particles[i] = p; -} |
