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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/particle_spray_compute.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/particle_spray_compute.wgsl')
| -rw-r--r-- | workspaces/test/shaders/particle_spray_compute.wgsl | 35 |
1 files changed, 35 insertions, 0 deletions
diff --git a/workspaces/test/shaders/particle_spray_compute.wgsl b/workspaces/test/shaders/particle_spray_compute.wgsl new file mode 100644 index 0000000..a4041f2 --- /dev/null +++ b/workspaces/test/shaders/particle_spray_compute.wgsl @@ -0,0 +1,35 @@ +struct Particle { + pos: vec4<f32>, + vel: vec4<f32>, + rot: vec4<f32>, + color: vec4<f32>, +}; + +#include "common_uniforms" + +@group(0) @binding(0) var<storage, read_write> particles: array<Particle>; +@group(0) @binding(1) var<uniform> uniforms: CommonUniforms; + +fn hash(p: f32) -> f32 { + return fract(sin(p) * 43758.5453); +} + +@compute @workgroup_size(64) +fn main(@builtin(global_invocation_id) id: vec3<u32>) { + let i = id.x; + if (i >= arrayLength(&particles)) { + return; + } + var p = particles[i]; + if (p.pos.w <= 0.0) { + let r = hash(f32(i) + uniforms.time); + let angle = r * 6.28318; + p.pos = vec4<f32>(0.0, 0.0, 0.0, 1.0); + p.vel = vec4<f32>(cos(angle), sin(angle), 0.0, 0.0) * (0.5 + hash(r) * 0.5) * (1.0 + uniforms.audio_intensity * 2.0); + p.color = vec4<f32>(hash(r + 0.1), hash(r + 0.2), 1.0, 1.0); + } + let new_pos = p.pos.xyz + p.vel.xyz * 0.016; + p.pos = vec4<f32>(new_pos, p.pos.w - 0.01 * (1.0 + uniforms.beat)); + p.vel.y = p.vel.y - 0.01; + particles[i] = p; +} |
