diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-09 18:51:54 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-09 18:51:54 +0100 |
| commit | 7790472dabfa0ecd06f3408d847860ec6072866e (patch) | |
| tree | 5bce7b119f42d131daf746ddc052da2da5ff0650 /workspaces/main/shaders/visual_debug.wgsl | |
| parent | 002ab9094f638c46d5db95d478e71c10933aceb2 (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/visual_debug.wgsl')
| -rw-r--r-- | workspaces/main/shaders/visual_debug.wgsl | 31 |
1 files changed, 31 insertions, 0 deletions
diff --git a/workspaces/main/shaders/visual_debug.wgsl b/workspaces/main/shaders/visual_debug.wgsl new file mode 100644 index 0000000..63e1f13 --- /dev/null +++ b/workspaces/main/shaders/visual_debug.wgsl @@ -0,0 +1,31 @@ +struct GlobalUniforms { + view_proj: mat4x4<f32>, + inv_view_proj: mat4x4<f32>, + camera_pos_time: vec4<f32>, + params: vec4<f32>, + resolution: vec2<f32>, +}; +@group(0) @binding(0) var<uniform> uniforms : GlobalUniforms; + +struct VertexInput { + @location(0) position : vec3<f32>, + @location(1) color : vec3<f32>, +} + +struct VertexOutput { + @builtin(position) position : vec4<f32>, + @location(0) color : vec3<f32>, +} + +@vertex +fn vs_main(in : VertexInput) -> VertexOutput { + var out : VertexOutput; + out.position = uniforms.view_proj * vec4<f32>(in.position, 1.0); + out.color = in.color; + return out; +} + +@fragment +fn fs_main(in : VertexOutput) -> @location(0) vec4<f32> { + return vec4<f32>(in.color, 1.0); +} |
