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authorskal <pascal.massimino@gmail.com>2026-02-09 18:51:54 +0100
committerskal <pascal.massimino@gmail.com>2026-02-09 18:51:54 +0100
commit7790472dabfa0ecd06f3408d847860ec6072866e (patch)
tree5bce7b119f42d131daf746ddc052da2da5ff0650 /workspaces/test/shaders/circle_mask_render.wgsl
parent002ab9094f638c46d5db95d478e71c10933aceb2 (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/test/shaders/circle_mask_render.wgsl')
-rw-r--r--workspaces/test/shaders/circle_mask_render.wgsl30
1 files changed, 30 insertions, 0 deletions
diff --git a/workspaces/test/shaders/circle_mask_render.wgsl b/workspaces/test/shaders/circle_mask_render.wgsl
new file mode 100644
index 0000000..cfa002e
--- /dev/null
+++ b/workspaces/test/shaders/circle_mask_render.wgsl
@@ -0,0 +1,30 @@
+// Circle mask render shader
+// Samples mask and draws green outside the circle
+
+@group(0) @binding(0) var mask_tex: texture_2d<f32>;
+@group(0) @binding(1) var mask_sampler: sampler;
+
+#include "common_uniforms"
+
+@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
+
+struct VSOutput {
+ @builtin(position) position: vec4<f32>,
+};
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> VSOutput {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1), vec2<f32>(3, -1), vec2<f32>(-1, 3));
+ return VSOutput(vec4<f32>(pos[i], 0.0, 1.0));
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = p.xy / uniforms.resolution;
+ let mask_value = textureSample(mask_tex, mask_sampler, uv).r;
+
+ if (mask_value > 0.5) {
+ discard;
+ }
+
+ return vec4<f32>(0.0, 1.0, 0.0, 1.0);
+}