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authorskal <pascal.massimino@gmail.com>2026-02-13 08:34:24 +0100
committerskal <pascal.massimino@gmail.com>2026-02-13 08:34:24 +0100
commita109983c194c45ad85f0e481232bc605c7cfd85b (patch)
tree2b2fadb054fb8ea52d3e31fefdc4678d5a3ed7dc /workspaces/test/shaders/compute/gen_noise.wgsl
parent3ce45fcf073047d71ed0b2c88f4d6c5362f6b620 (diff)
Remediation: Implement shared common/shaders/ directory
Eliminates 36 duplicate shader files across workspaces. Structure: - common/shaders/{math,render,compute}/ - Shared utilities (20 files) - workspaces/*/shaders/ - Workspace-specific only Changes: - Created common/shaders/ with math, render, compute subdirectories - Moved 20 common shaders from workspaces to common/ - Removed duplicates from test workspace - Updated assets.txt: ../../common/shaders/ references - Enhanced asset_packer.cc: filesystem path normalization for ../ resolution Implementation: Option 1 from SHADER_REUSE_INVESTIGATION.md - Single source of truth for common code - Workspace references via relative paths - Path normalization in asset packer handoff(Claude): Common shader directory implemented
Diffstat (limited to 'workspaces/test/shaders/compute/gen_noise.wgsl')
-rw-r--r--workspaces/test/shaders/compute/gen_noise.wgsl26
1 files changed, 0 insertions, 26 deletions
diff --git a/workspaces/test/shaders/compute/gen_noise.wgsl b/workspaces/test/shaders/compute/gen_noise.wgsl
deleted file mode 100644
index 5c0babd..0000000
--- a/workspaces/test/shaders/compute/gen_noise.wgsl
+++ /dev/null
@@ -1,26 +0,0 @@
-// GPU procedural noise texture generator.
-// Uses compute shader for parallel texture generation.
-
-#include "math/noise"
-
-struct NoiseParams {
- width: u32,
- height: u32,
- seed: f32,
- frequency: f32,
-}
-
-@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>;
-@group(0) @binding(1) var<uniform> params: NoiseParams;
-
-@compute @workgroup_size(8, 8, 1)
-fn main(@builtin(global_invocation_id) id: vec3<u32>) {
- if (id.x >= params.width || id.y >= params.height) { return; }
-
- let uv = vec2<f32>(f32(id.x) / f32(params.width),
- f32(id.y) / f32(params.height));
- let p = uv * params.frequency + params.seed;
- let noise = noise_2d(p);
-
- textureStore(output_tex, id.xy, vec4<f32>(noise, noise, noise, 1.0));
-}