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authorskal <pascal.massimino@gmail.com>2026-02-16 09:43:06 +0100
committerskal <pascal.massimino@gmail.com>2026-02-16 09:43:06 +0100
commit766c0b0a41ddb4ac1fae68f720a9176a1b5f6070 (patch)
treeb8530354de7133c7828d177889a6a4eb1d0570ba /workspaces/main
parent04938fc4a3335e1459e5fb23d0d091fd2a40c296 (diff)
feat(sequence): add inline post-process functions for v2
- Create postprocess_inline.wgsl with 7 inline effect functions - Functions: vignette, flash, fade, theme, solarize, chroma_aberration, distort - Add example combined_postprocess_v2.wgsl showing usage - Register postprocess_inline snippet with ShaderComposer - Add to main and test workspace assets - All tests passing (36/36) Strategy: Simple effects become inline functions instead of separate classes. Complex effects (rotating_cube, hybrid_3d, particles) remain as TODO for v2 port. handoff(Claude): Inline functions ready, 7 simple effects consolidated
Diffstat (limited to 'workspaces/main')
-rw-r--r--workspaces/main/assets.txt1
1 files changed, 1 insertions, 0 deletions
diff --git a/workspaces/main/assets.txt b/workspaces/main/assets.txt
index 0558ae1..de96eab 100644
--- a/workspaces/main/assets.txt
+++ b/workspaces/main/assets.txt
@@ -81,6 +81,7 @@ SHADER_SCENE1, NONE, shaders/scene1.wgsl, "Scene1 effect shader"
# --- Sequence v2 Shaders ---
SHADER_SEQUENCE_V2_UNIFORMS, NONE, ../../common/shaders/sequence_v2_uniforms.wgsl, "Sequence v2 Uniforms Snippet"
+SHADER_POSTPROCESS_INLINE, NONE, ../../common/shaders/postprocess_inline.wgsl, "Inline Post-Process Functions"
SHADER_PASSTHROUGH_V2, NONE, ../../common/shaders/passthrough_v2.wgsl, "Passthrough Shader (v2)"
SHADER_GAUSSIAN_BLUR_V2, NONE, ../../common/shaders/gaussian_blur_v2.wgsl, "Gaussian Blur Shader (v2)"
SHADER_HEPTAGON_V2, NONE, ../../common/shaders/heptagon_v2.wgsl, "Heptagon Shader (v2)"