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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/particle_render.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/particle_render.wgsl')
-rw-r--r--workspaces/main/shaders/particle_render.wgsl52
1 files changed, 52 insertions, 0 deletions
diff --git a/workspaces/main/shaders/particle_render.wgsl b/workspaces/main/shaders/particle_render.wgsl
new file mode 100644
index 0000000..6a2b636
--- /dev/null
+++ b/workspaces/main/shaders/particle_render.wgsl
@@ -0,0 +1,52 @@
+struct Particle {
+ pos: vec4<f32>,
+ vel: vec4<f32>,
+ rot: vec4<f32>,
+ color: vec4<f32>,
+};
+
+#include "common_uniforms"
+
+@group(0) @binding(0) var<storage, read> particles: array<Particle>;
+@group(0) @binding(1) var<uniform> uniforms: CommonUniforms;
+
+struct VSOut {
+ @builtin(position) pos: vec4<f32>,
+ @location(0) color: vec4<f32>,
+ @location(1) uv: vec2<f32>,
+};
+
+@vertex fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut {
+ let p = particles[ii];
+ let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_intensity * 0.02;
+ var offsets = array<vec2<f32>, 6>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(1, -1),
+ vec2<f32>(-1, 1),
+ vec2<f32>(-1, 1),
+ vec2<f32>(1, -1),
+ vec2<f32>(1, 1)
+ );
+ let offset = offsets[vi];
+ let c = cos(p.rot.x);
+ let s = sin(p.rot.x);
+ let rotated_offset = vec2<f32>(offset.x * c - offset.y * s, offset.x * s + offset.y * c);
+ let pos = vec2<f32>(p.pos.x + rotated_offset.x * size / uniforms.aspect_ratio, p.pos.y + rotated_offset.y * size);
+
+ // Fade based on lifetime (p.pos.w goes from 1.0 to 0.0)
+ let lifetime_fade = p.pos.w;
+ let color_with_fade = vec4<f32>(p.color.rgb * (0.5 + 0.5 * uniforms.audio_intensity), p.color.a * lifetime_fade);
+
+ return VSOut(vec4<f32>(pos, 0.0, 1.0), color_with_fade, offset);
+}
+
+@fragment fn fs_main(@location(0) color: vec4<f32>, @location(1) uv: vec2<f32>) -> @location(0) vec4<f32> {
+ // Calculate distance from center for circular shape
+ let dist = length(uv);
+
+ // Smooth circular falloff (1.0 at center, 0.0 at edge)
+ let circle_alpha = smoothstep(1.0, 0.5, dist);
+
+ // Apply circular fade to alpha channel
+ return vec4<f32>(color.rgb, color.a * circle_alpha);
+}