summaryrefslogtreecommitdiff
path: root/workspaces/test/shaders/passthrough.wgsl
diff options
context:
space:
mode:
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/passthrough.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/passthrough.wgsl')
-rw-r--r--workspaces/test/shaders/passthrough.wgsl18
1 files changed, 0 insertions, 18 deletions
diff --git a/workspaces/test/shaders/passthrough.wgsl b/workspaces/test/shaders/passthrough.wgsl
deleted file mode 100644
index 266e231..0000000
--- a/workspaces/test/shaders/passthrough.wgsl
+++ /dev/null
@@ -1,18 +0,0 @@
-@group(0) @binding(0) var smplr: sampler;
-@group(0) @binding(1) var txt: texture_2d<f32>;
-
-#include "common_uniforms"
-@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
-
-@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> {
- return textureSample(txt, smplr, p.xy / uniforms.resolution);
-}