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| 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/test/shaders/gaussian_blur.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/test/shaders/gaussian_blur.wgsl')
| -rw-r--r-- | workspaces/test/shaders/gaussian_blur.wgsl | 36 |
1 files changed, 36 insertions, 0 deletions
diff --git a/workspaces/test/shaders/gaussian_blur.wgsl b/workspaces/test/shaders/gaussian_blur.wgsl new file mode 100644 index 0000000..02156f7 --- /dev/null +++ b/workspaces/test/shaders/gaussian_blur.wgsl @@ -0,0 +1,36 @@ +@group(0) @binding(0) var smplr: sampler; +@group(0) @binding(1) var txt: texture_2d<f32>; + +#include "common_uniforms" +struct GaussianBlurParams { + strength: f32, + _pad: f32, +}; + +@group(0) @binding(2) var<uniform> uniforms: CommonUniforms; +@group(0) @binding(3) var<uniform> params: GaussianBlurParams; + +@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> { + var pos = array<vec2<f32>, 3>( + vec2<f32>(-1, -1), + vec2<f32>(3, -1), + vec2<f32>(-1, 3) + ); + return 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; + var res = vec4<f32>(0.0); + + // Parameterized strength + dramatic beat pulsation + let pulse = 0.5 + uniforms.audio_intensity * 2.0; // Pulsate between 0.5x and 2.5x with beat + let size = params.strength * pulse; + + for (var x: f32 = -2.0; x <= 2.0; x += 1.0) { + for (var y: f32 = -2.0; y <= 2.0; y += 1.0) { + res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * size / uniforms.resolution.x); + } + } + return res / 25.0; +} |
