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-rw-r--r--assets/final/shaders/compute/gen_blend.wgsl29
-rw-r--r--assets/final/shaders/compute/gen_grid.wgsl24
-rw-r--r--assets/final/shaders/compute/gen_mask.wgsl27
-rw-r--r--assets/final/shaders/compute/gen_noise.wgsl26
-rw-r--r--assets/final/shaders/compute/gen_perlin.wgsl44
5 files changed, 0 insertions, 150 deletions
diff --git a/assets/final/shaders/compute/gen_blend.wgsl b/assets/final/shaders/compute/gen_blend.wgsl
deleted file mode 100644
index 9fc9e1e..0000000
--- a/assets/final/shaders/compute/gen_blend.wgsl
+++ /dev/null
@@ -1,29 +0,0 @@
-// This file is part of the 64k demo project.
-// GPU composite shader: Blend two textures.
-
-struct BlendParams {
- width: u32,
- height: u32,
- blend_factor: f32,
- _pad0: f32,
-}
-
-@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>;
-@group(0) @binding(1) var<uniform> params: BlendParams;
-@group(0) @binding(2) var input_a: texture_2d<f32>;
-@group(0) @binding(3) var input_b: texture_2d<f32>;
-@group(0) @binding(4) var tex_sampler: sampler;
-
-@compute @workgroup_size(8, 8, 1)
-fn main(@builtin(global_invocation_id) id: vec3<u32>) {
- if (id.x >= params.width || id.y >= params.height) { return; }
-
- let uv = vec2<f32>(f32(id.x) / f32(params.width),
- f32(id.y) / f32(params.height));
-
- let color_a = textureSampleLevel(input_a, tex_sampler, uv, 0.0);
- let color_b = textureSampleLevel(input_b, tex_sampler, uv, 0.0);
- let blended = mix(color_a, color_b, params.blend_factor);
-
- textureStore(output_tex, id.xy, blended);
-}
diff --git a/assets/final/shaders/compute/gen_grid.wgsl b/assets/final/shaders/compute/gen_grid.wgsl
deleted file mode 100644
index cc5e189..0000000
--- a/assets/final/shaders/compute/gen_grid.wgsl
+++ /dev/null
@@ -1,24 +0,0 @@
-// GPU procedural grid pattern generator.
-// Simple grid lines with configurable spacing and thickness.
-
-struct GridParams {
- width: u32,
- height: u32,
- grid_size: u32,
- thickness: u32,
-}
-
-@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>;
-@group(0) @binding(1) var<uniform> params: GridParams;
-
-@compute @workgroup_size(8, 8, 1)
-fn main(@builtin(global_invocation_id) id: vec3<u32>) {
- if (id.x >= params.width || id.y >= params.height) { return; }
-
- let on_line = (id.x % params.grid_size) < params.thickness ||
- (id.y % params.grid_size) < params.thickness;
-
- let val = select(0.0, 1.0, on_line);
-
- textureStore(output_tex, id.xy, vec4<f32>(val, val, val, 1.0));
-}
diff --git a/assets/final/shaders/compute/gen_mask.wgsl b/assets/final/shaders/compute/gen_mask.wgsl
deleted file mode 100644
index 1ce9f52..0000000
--- a/assets/final/shaders/compute/gen_mask.wgsl
+++ /dev/null
@@ -1,27 +0,0 @@
-// This file is part of the 64k demo project.
-// GPU composite shader: Multiply texture A by texture B (masking).
-
-struct MaskParams {
- width: u32,
- height: u32,
-}
-
-@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>;
-@group(0) @binding(1) var<uniform> params: MaskParams;
-@group(0) @binding(2) var input_a: texture_2d<f32>;
-@group(0) @binding(3) var input_b: texture_2d<f32>;
-@group(0) @binding(4) var tex_sampler: sampler;
-
-@compute @workgroup_size(8, 8, 1)
-fn main(@builtin(global_invocation_id) id: vec3<u32>) {
- if (id.x >= params.width || id.y >= params.height) { return; }
-
- let uv = vec2<f32>(f32(id.x) / f32(params.width),
- f32(id.y) / f32(params.height));
-
- let color_a = textureSampleLevel(input_a, tex_sampler, uv, 0.0);
- let mask_b = textureSampleLevel(input_b, tex_sampler, uv, 0.0);
- let masked = color_a * mask_b;
-
- textureStore(output_tex, id.xy, masked);
-}
diff --git a/assets/final/shaders/compute/gen_noise.wgsl b/assets/final/shaders/compute/gen_noise.wgsl
deleted file mode 100644
index 5c0babd..0000000
--- a/assets/final/shaders/compute/gen_noise.wgsl
+++ /dev/null
@@ -1,26 +0,0 @@
-// GPU procedural noise texture generator.
-// Uses compute shader for parallel texture generation.
-
-#include "math/noise"
-
-struct NoiseParams {
- width: u32,
- height: u32,
- seed: f32,
- frequency: f32,
-}
-
-@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>;
-@group(0) @binding(1) var<uniform> params: NoiseParams;
-
-@compute @workgroup_size(8, 8, 1)
-fn main(@builtin(global_invocation_id) id: vec3<u32>) {
- if (id.x >= params.width || id.y >= params.height) { return; }
-
- let uv = vec2<f32>(f32(id.x) / f32(params.width),
- f32(id.y) / f32(params.height));
- let p = uv * params.frequency + params.seed;
- let noise = noise_2d(p);
-
- textureStore(output_tex, id.xy, vec4<f32>(noise, noise, noise, 1.0));
-}
diff --git a/assets/final/shaders/compute/gen_perlin.wgsl b/assets/final/shaders/compute/gen_perlin.wgsl
deleted file mode 100644
index 73816d6..0000000
--- a/assets/final/shaders/compute/gen_perlin.wgsl
+++ /dev/null
@@ -1,44 +0,0 @@
-// GPU procedural Perlin noise texture generator.
-// Fractional Brownian Motion using value noise.
-
-#include "math/noise"
-
-struct PerlinParams {
- width: u32,
- height: u32,
- seed: f32,
- frequency: f32,
- amplitude: f32,
- amplitude_decay: f32,
- octaves: u32,
- _pad0: f32, // Padding for alignment
-}
-
-@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>;
-@group(0) @binding(1) var<uniform> params: PerlinParams;
-
-@compute @workgroup_size(8, 8, 1)
-fn main(@builtin(global_invocation_id) id: vec3<u32>) {
- if (id.x >= params.width || id.y >= params.height) { return; }
-
- let uv = vec2<f32>(f32(id.x) / f32(params.width),
- f32(id.y) / f32(params.height));
-
- var value = 0.0;
- var amplitude = params.amplitude;
- var frequency = params.frequency;
- var total_amp = 0.0;
-
- for (var o: u32 = 0u; o < params.octaves; o++) {
- let p = uv * frequency + params.seed;
- value += noise_2d(p) * amplitude;
- total_amp += amplitude;
- frequency *= 2.0;
- amplitude *= params.amplitude_decay;
- }
-
- value /= total_amp;
- let clamped = clamp(value, 0.0, 1.0);
-
- textureStore(output_tex, id.xy, vec4<f32>(clamped, clamped, clamped, 1.0));
-}