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authorskal <pascal.massimino@gmail.com>2026-02-16 14:32:59 +0100
committerskal <pascal.massimino@gmail.com>2026-02-16 14:32:59 +0100
commitb2ede3f0680edc894a54e28374cb87ab2690afa2 (patch)
tree69e0a8c04eb29be953b037eb98e0a9ac0f1b417a /workspaces/main/shaders/particle_render.wgsl
parent0fd3c982247d05bacbd67db08c865ec67602437f (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_render.wgsl')
-rw-r--r--workspaces/main/shaders/particle_render.wgsl5
1 files changed, 3 insertions, 2 deletions
diff --git a/workspaces/main/shaders/particle_render.wgsl b/workspaces/main/shaders/particle_render.wgsl
index 6a2b636..dd83220 100644
--- a/workspaces/main/shaders/particle_render.wgsl
+++ b/workspaces/main/shaders/particle_render.wgsl
@@ -1,3 +1,4 @@
+// Particle rendering (vertex + fragment) - V2
struct Particle {
pos: vec4<f32>,
vel: vec4<f32>,
@@ -5,10 +6,10 @@ struct Particle {
color: vec4<f32>,
};
-#include "common_uniforms"
+#include "sequence_uniforms"
@group(0) @binding(0) var<storage, read> particles: array<Particle>;
-@group(0) @binding(1) var<uniform> uniforms: CommonUniforms;
+@group(0) @binding(1) var<uniform> uniforms: UniformsSequenceParams;
struct VSOut {
@builtin(position) pos: vec4<f32>,