diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-13 08:34:24 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-13 08:34:24 +0100 |
| commit | a109983c194c45ad85f0e481232bc605c7cfd85b (patch) | |
| tree | 2b2fadb054fb8ea52d3e31fefdc4678d5a3ed7dc /workspaces/main/shaders/passthrough.wgsl | |
| parent | 3ce45fcf073047d71ed0b2c88f4d6c5362f6b620 (diff) | |
Remediation: Implement shared common/shaders/ directory
Eliminates 36 duplicate shader files across workspaces.
Structure:
- common/shaders/{math,render,compute}/ - Shared utilities (20 files)
- workspaces/*/shaders/ - Workspace-specific only
Changes:
- Created common/shaders/ with math, render, compute subdirectories
- Moved 20 common shaders from workspaces to common/
- Removed duplicates from test workspace
- Updated assets.txt: ../../common/shaders/ references
- Enhanced asset_packer.cc: filesystem path normalization for ../ resolution
Implementation: Option 1 from SHADER_REUSE_INVESTIGATION.md
- Single source of truth for common code
- Workspace references via relative paths
- Path normalization in asset packer
handoff(Claude): Common shader directory implemented
Diffstat (limited to 'workspaces/main/shaders/passthrough.wgsl')
| -rw-r--r-- | workspaces/main/shaders/passthrough.wgsl | 18 |
1 files changed, 0 insertions, 18 deletions
diff --git a/workspaces/main/shaders/passthrough.wgsl b/workspaces/main/shaders/passthrough.wgsl deleted file mode 100644 index 266e231..0000000 --- a/workspaces/main/shaders/passthrough.wgsl +++ /dev/null @@ -1,18 +0,0 @@ -@group(0) @binding(0) var smplr: sampler; -@group(0) @binding(1) var txt: texture_2d<f32>; - -#include "common_uniforms" -@group(0) @binding(2) var<uniform> uniforms: CommonUniforms; - -@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> { - var pos = array<vec2<f32>, 3>( - vec2<f32>(-1, -1), - vec2<f32>(3, -1), - vec2<f32>(-1, 3) - ); - return vec4<f32>(pos[i], 0.0, 1.0); -} - -@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { - return textureSample(txt, smplr, p.xy / uniforms.resolution); -} |
