summaryrefslogtreecommitdiff
path: root/workspaces/test/shaders/visual_debug.wgsl
diff options
context:
space:
mode:
authorskal <pascal.massimino@gmail.com>2026-02-09 18:51:54 +0100
committerskal <pascal.massimino@gmail.com>2026-02-09 18:51:54 +0100
commit7790472dabfa0ecd06f3408d847860ec6072866e (patch)
tree5bce7b119f42d131daf746ddc052da2da5ff0650 /workspaces/test/shaders/visual_debug.wgsl
parent002ab9094f638c46d5db95d478e71c10933aceb2 (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/visual_debug.wgsl')
-rw-r--r--workspaces/test/shaders/visual_debug.wgsl31
1 files changed, 31 insertions, 0 deletions
diff --git a/workspaces/test/shaders/visual_debug.wgsl b/workspaces/test/shaders/visual_debug.wgsl
new file mode 100644
index 0000000..63e1f13
--- /dev/null
+++ b/workspaces/test/shaders/visual_debug.wgsl
@@ -0,0 +1,31 @@
+struct GlobalUniforms {
+ view_proj: mat4x4<f32>,
+ inv_view_proj: mat4x4<f32>,
+ camera_pos_time: vec4<f32>,
+ params: vec4<f32>,
+ resolution: vec2<f32>,
+};
+@group(0) @binding(0) var<uniform> uniforms : GlobalUniforms;
+
+struct VertexInput {
+ @location(0) position : vec3<f32>,
+ @location(1) color : vec3<f32>,
+}
+
+struct VertexOutput {
+ @builtin(position) position : vec4<f32>,
+ @location(0) color : vec3<f32>,
+}
+
+@vertex
+fn vs_main(in : VertexInput) -> VertexOutput {
+ var out : VertexOutput;
+ out.position = uniforms.view_proj * vec4<f32>(in.position, 1.0);
+ out.color = in.color;
+ return out;
+}
+
+@fragment
+fn fs_main(in : VertexOutput) -> @location(0) vec4<f32> {
+ return vec4<f32>(in.color, 1.0);
+}