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/rotating_cube_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/rotating_cube_v2.wgsl')
| -rw-r--r-- | workspaces/main/shaders/rotating_cube_v2.wgsl | 89 |
1 files changed, 0 insertions, 89 deletions
diff --git a/workspaces/main/shaders/rotating_cube_v2.wgsl b/workspaces/main/shaders/rotating_cube_v2.wgsl deleted file mode 100644 index d7e4cae..0000000 --- a/workspaces/main/shaders/rotating_cube_v2.wgsl +++ /dev/null @@ -1,89 +0,0 @@ -// Rotating cube shader v2 (simplified, no masking) - -struct Uniforms { - view_proj: mat4x4<f32>, - inv_view_proj: mat4x4<f32>, - camera_pos_time: vec4<f32>, - params: vec4<f32>, - resolution: vec2<f32>, - aspect_ratio: f32, - _pad: f32, -}; - -struct ObjectData { - model: mat4x4<f32>, - inv_model: mat4x4<f32>, - color: vec4<f32>, - params: vec4<f32>, -}; - -@group(0) @binding(0) var<uniform> uniforms: Uniforms; -@group(0) @binding(1) var<storage, read> object: ObjectData; - -struct VSOut { - @builtin(position) pos: vec4<f32>, - @location(0) world_pos: vec3<f32>, - @location(1) normal: vec3<f32>, -}; - -// Cube vertices (hardcoded) -fn get_cube_vertex(vid: u32) -> vec3<f32> { - let positions = array<vec3<f32>, 36>( - // Front face - vec3<f32>(-1, -1, 1), vec3<f32>( 1, -1, 1), vec3<f32>( 1, 1, 1), - vec3<f32>(-1, -1, 1), vec3<f32>( 1, 1, 1), vec3<f32>(-1, 1, 1), - // Back face - vec3<f32>( 1, -1, -1), vec3<f32>(-1, -1, -1), vec3<f32>(-1, 1, -1), - vec3<f32>( 1, -1, -1), vec3<f32>(-1, 1, -1), vec3<f32>( 1, 1, -1), - // Right face - vec3<f32>( 1, -1, 1), vec3<f32>( 1, -1, -1), vec3<f32>( 1, 1, -1), - vec3<f32>( 1, -1, 1), vec3<f32>( 1, 1, -1), vec3<f32>( 1, 1, 1), - // Left face - vec3<f32>(-1, -1, -1), vec3<f32>(-1, -1, 1), vec3<f32>(-1, 1, 1), - vec3<f32>(-1, -1, -1), vec3<f32>(-1, 1, 1), vec3<f32>(-1, 1, -1), - // Top face - vec3<f32>(-1, 1, 1), vec3<f32>( 1, 1, 1), vec3<f32>( 1, 1, -1), - vec3<f32>(-1, 1, 1), vec3<f32>( 1, 1, -1), vec3<f32>(-1, 1, -1), - // Bottom face - vec3<f32>(-1, -1, -1), vec3<f32>( 1, -1, -1), vec3<f32>( 1, -1, 1), - vec3<f32>(-1, -1, -1), vec3<f32>( 1, -1, 1), vec3<f32>(-1, -1, 1) - ); - return positions[vid]; -} - -fn get_cube_normal(vid: u32) -> vec3<f32> { - let face_id = vid / 6u; - let normals = array<vec3<f32>, 6>( - vec3<f32>( 0, 0, 1), // Front - vec3<f32>( 0, 0, -1), // Back - vec3<f32>( 1, 0, 0), // Right - vec3<f32>(-1, 0, 0), // Left - vec3<f32>( 0, 1, 0), // Top - vec3<f32>( 0, -1, 0) // Bottom - ); - return normals[face_id]; -} - -@vertex fn vs_main(@builtin(vertex_index) vid: u32) -> VSOut { - let local_pos = get_cube_vertex(vid); - let local_normal = get_cube_normal(vid); - - let world_pos = object.model * vec4<f32>(local_pos, 1.0); - let world_normal = normalize((object.model * vec4<f32>(local_normal, 0.0)).xyz); - - let clip_pos = uniforms.view_proj * world_pos; - - return VSOut(clip_pos, world_pos.xyz, world_normal); -} - -@fragment fn fs_main(@location(0) world_pos: vec3<f32>, @location(1) normal: vec3<f32>) -> @location(0) vec4<f32> { - let N = normalize(normal); - let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0)); - let diffuse = max(dot(N, light_dir), 0.0); - - let ambient = 0.3; - let lighting = ambient + diffuse * 0.7; - - let color = object.color.rgb * lighting; - return vec4<f32>(color, 1.0); -} |
