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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/main_shader.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/main_shader.wgsl')
| -rw-r--r-- | workspaces/test/shaders/main_shader.wgsl | 25 |
1 files changed, 25 insertions, 0 deletions
diff --git a/workspaces/test/shaders/main_shader.wgsl b/workspaces/test/shaders/main_shader.wgsl new file mode 100644 index 0000000..ab0278c --- /dev/null +++ b/workspaces/test/shaders/main_shader.wgsl @@ -0,0 +1,25 @@ +#include "common_uniforms" + +@group(0) @binding(0) var<uniform> uniforms: CommonUniforms; + +@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> { + let PI = 3.14159265; + let num_sides = 7.0; + let scale = 0.5 + 0.3 * uniforms.audio_intensity; + let tri_idx = f32(i / 3u); + let sub_idx = i % 3u; + if (sub_idx == 0u) { + return vec4<f32>(0.0, 0.0, 0.0, 1.0); + } + let angle = (tri_idx + f32(sub_idx - 1u)) * 2.0 * PI / num_sides + uniforms.time * 0.5; + return vec4<f32>(scale * cos(angle) / uniforms.aspect_ratio, scale * sin(angle), 0.0, 1.0); +} + +@fragment fn fs_main() -> @location(0) vec4<f32> { + let h = uniforms.time * 2.0 + uniforms.audio_intensity * 3.0; + let r = sin(h) * 0.5 + 0.5; + let g = sin(h + 2.0) * 0.9 + 0.3; + let b = sin(h + 4.0) * 0.5 + 0.5; + let boost = uniforms.audio_intensity * 0.5; + return vec4<f32>(r + boost, g + boost, b + boost, 1.0); +} |
