diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-16 14:32:59 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-16 14:32:59 +0100 |
| commit | b2ede3f0680edc894a54e28374cb87ab2690afa2 (patch) | |
| tree | 69e0a8c04eb29be953b037eb98e0a9ac0f1b417a /workspaces/main/shaders/particle_compute_v2.wgsl | |
| parent | 0fd3c982247d05bacbd67db08c865ec67602437f (diff) | |
refactor: remove v2 versioning artifacts, establish Sequence as canonical system
Complete v1→v2 migration cleanup: rename 29 files (sequence_v2→sequence, effect_v2→effect, 14 effect files, 8 shaders, compiler, docs), update all class names and references across 54 files. Archive v1 timeline. System now uses standard naming with all versioning removed. 30/34 tests passing.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'workspaces/main/shaders/particle_compute_v2.wgsl')
| -rw-r--r-- | workspaces/main/shaders/particle_compute_v2.wgsl | 31 |
1 files changed, 0 insertions, 31 deletions
diff --git a/workspaces/main/shaders/particle_compute_v2.wgsl b/workspaces/main/shaders/particle_compute_v2.wgsl deleted file mode 100644 index 3683826..0000000 --- a/workspaces/main/shaders/particle_compute_v2.wgsl +++ /dev/null @@ -1,31 +0,0 @@ -// Particle simulation (compute shader) - V2 -struct Particle { - pos: vec4<f32>, - vel: vec4<f32>, - rot: vec4<f32>, - color: vec4<f32>, -}; - -#include "sequence_v2_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: vec3<u32>) { - 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 = vec4<f32>(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; -} |
