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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
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')
-rw-r--r--workspaces/main/shaders/particle_compute.wgsl5
-rw-r--r--workspaces/main/shaders/particle_compute_v2.wgsl31
-rw-r--r--workspaces/main/shaders/particle_render.wgsl5
-rw-r--r--workspaces/main/shaders/particle_render_v2.wgsl53
-rw-r--r--workspaces/main/shaders/rotating_cube.wgsl (renamed from workspaces/main/shaders/rotating_cube_v2.wgsl)0
5 files changed, 6 insertions, 88 deletions
diff --git a/workspaces/main/shaders/particle_compute.wgsl b/workspaces/main/shaders/particle_compute.wgsl
index ae513c8..d7a24b6 100644
--- a/workspaces/main/shaders/particle_compute.wgsl
+++ b/workspaces/main/shaders/particle_compute.wgsl
@@ -1,3 +1,4 @@
+// Particle simulation (compute shader) - 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_write> particles: array<Particle>;
-@group(0) @binding(1) var<uniform> uniforms: CommonUniforms;
+@group(0) @binding(1) var<uniform> uniforms: UniformsSequenceParams;
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) id: vec3<u32>) {
diff --git a/workspaces/main/shaders/particle_compute_v2.wgsl b/workspaces/main/shaders/particle_compute_v2.wgsl
deleted file mode 100644
index 3683826..0000000
--- a/workspaces/main/shaders/particle_compute_v2.wgsl
+++ /dev/null
@@ -1,31 +0,0 @@
-// Particle simulation (compute shader) - V2
-struct Particle {
- pos: vec4<f32>,
- vel: vec4<f32>,
- rot: vec4<f32>,
- color: vec4<f32>,
-};
-
-#include "sequence_v2_uniforms"
-
-@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
-@group(0) @binding(1) var<uniform> uniforms: UniformsSequenceParams;
-
-@compute @workgroup_size(64)
-fn main(@builtin(global_invocation_id) id: vec3<u32>) {
- let i = id.x;
- if (i >= arrayLength(&particles)) {
- return;
- }
- var p = particles[i];
- let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
- p.pos = vec4<f32>(new_pos, p.pos.w);
- p.vel.y = p.vel.y - 0.01 * (1.0 + uniforms.audio_intensity * 5.0);
- p.rot.x = p.rot.x + p.rot.y * 0.016;
- if (p.pos.y < -1.5) {
- p.pos.y = 1.5;
- p.pos.x = (f32(i % 100u) / 50.0) - 1.0 + (uniforms.audio_intensity * 0.5);
- p.vel.y = 0.0;
- }
- particles[i] = p;
-}
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>,
diff --git a/workspaces/main/shaders/particle_render_v2.wgsl b/workspaces/main/shaders/particle_render_v2.wgsl
deleted file mode 100644
index 8663658..0000000
--- a/workspaces/main/shaders/particle_render_v2.wgsl
+++ /dev/null
@@ -1,53 +0,0 @@
-// Particle rendering (vertex + fragment) - V2
-struct Particle {
- pos: vec4<f32>,
- vel: vec4<f32>,
- rot: vec4<f32>,
- color: vec4<f32>,
-};
-
-#include "sequence_v2_uniforms"
-
-@group(0) @binding(0) var<storage, read> particles: array<Particle>;
-@group(0) @binding(1) var<uniform> uniforms: UniformsSequenceParams;
-
-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);
-}
diff --git a/workspaces/main/shaders/rotating_cube_v2.wgsl b/workspaces/main/shaders/rotating_cube.wgsl
index d7e4cae..d7e4cae 100644
--- a/workspaces/main/shaders/rotating_cube_v2.wgsl
+++ b/workspaces/main/shaders/rotating_cube.wgsl