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-rw-r--r--assets/demo.seq7
-rw-r--r--assets/final/demo_assets.txt33
-rw-r--r--assets/final/music/BASS_GUITAR_FEEL.spec (renamed from assets/final/BASS_GUITAR_FEEL.spec)bin51216 -> 51216 bytes
-rw-r--r--assets/final/music/BASS_SYNTH_1.spec (renamed from assets/final/BASS_SYNTH_1.spec)bin32784 -> 32784 bytes
-rw-r--r--assets/final/music/CRASH_DMX.spec (renamed from assets/final/CRASH_DMX.spec)bin217104 -> 217104 bytes
-rw-r--r--assets/final/music/HIHAT_CLOSED_DMX.spec (renamed from assets/final/HIHAT_CLOSED_DMX.spec)bin20496 -> 20496 bytes
-rw-r--r--assets/final/music/HIHAT_CLOSED_DUFF.spec (renamed from assets/final/HIHAT_CLOSED_DUFF.spec)bin12304 -> 12304 bytes
-rw-r--r--assets/final/music/HIHAT_CLOSED_ER_1.spec (renamed from assets/final/HIHAT_CLOSED_ER_1.spec)bin16400 -> 16400 bytes
-rw-r--r--assets/final/music/KICK_606.spec (renamed from assets/final/KICK_606.spec)bin139280 -> 139280 bytes
-rw-r--r--assets/final/music/KICK_90S_2.spec (renamed from assets/final/KICK_90S_2.spec)bin30736 -> 30736 bytes
-rw-r--r--assets/final/music/RIDE_CUP_1.spec (renamed from assets/final/RIDE_CUP_1.spec)bin3577872 -> 3577872 bytes
-rw-r--r--assets/final/music/SNARE_808.spec (renamed from assets/final/SNARE_808.spec)bin120848 -> 120848 bytes
-rw-r--r--assets/final/music/SNARE_909_TUNE_8.spec (renamed from assets/final/SNARE_909_TUNE_8.spec)bin43024 -> 43024 bytes
-rw-r--r--assets/final/music/SNARE_BLUE_ROOM.spec (renamed from assets/final/SNARE_BLUE_ROOM.spec)bin43024 -> 43024 bytes
-rw-r--r--assets/final/music/SPLASH_GROUNDED.spec (renamed from assets/final/SPLASH_GROUNDED.spec)bin57360 -> 57360 bytes
-rw-r--r--assets/final/music/SYNTH_BASS_DISTORT.spec (renamed from assets/final/SYNTH_BASS_DISTORT.spec)bin32784 -> 32784 bytes
-rw-r--r--assets/final/shaders/chroma_aberration.wgsl14
-rw-r--r--assets/final/shaders/circle_mask_compute.wgsl14
-rw-r--r--assets/final/shaders/circle_mask_render.wgsl10
-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
-rw-r--r--assets/final/shaders/distort.wgsl14
-rw-r--r--assets/final/shaders/ellipse.wgsl10
-rw-r--r--assets/final/shaders/gaussian_blur.wgsl14
-rw-r--r--assets/final/shaders/main_shader.wgsl10
-rw-r--r--assets/final/shaders/particle_compute.wgsl10
-rw-r--r--assets/final/shaders/particle_render.wgsl10
-rw-r--r--assets/final/shaders/particle_spray_compute.wgsl10
-rw-r--r--assets/final/shaders/passthrough.wgsl10
-rw-r--r--assets/final/shaders/solarize.wgsl10
-rw-r--r--assets/final/shaders/vignette.wgsl14
-rw-r--r--assets/final/test_demo_assets.txt6
35 files changed, 204 insertions, 142 deletions
diff --git a/assets/demo.seq b/assets/demo.seq
index 0dfb108..a8717f3 100644
--- a/assets/demo.seq
+++ b/assets/demo.seq
@@ -30,9 +30,10 @@ SEQUENCE 0b 0
EFFECT + VignetteEffect 0 6 radius=0.6 softness=0.1
SEQUENCE 2.0 0
- EFFECT + CircleMaskEffect 0.0 2.0 0.35 # Priority 0 (mask generator, radius 0.35)
- EFFECT + RotatingCubeEffect 0.0 2.0 # Priority 1 (renders inside circle)
- EFFECT + GaussianBlurEffect 0.0 2.0 strength=2.0 # Priority 2 (post-process blur)
+ EFFECT + CircleMaskEffect 0.0 4.0 0.50 # Priority 0 mask generator
+ EFFECT + RotatingCubeEffect 0.0 4.0 # Priority 1 (renders inside circle)
+ EFFECT + GaussianBlurEffect 1.0 2.0 strength=1.0
+ EFFECT + GaussianBlurEffect 3.0 4.0 strength=2.0
SEQUENCE 4b 0
EFFECT - FlashCubeEffect 0.1 3. # Priority -1
diff --git a/assets/final/demo_assets.txt b/assets/final/demo_assets.txt
index 05eee17..96f86f9 100644
--- a/assets/final/demo_assets.txt
+++ b/assets/final/demo_assets.txt
@@ -1,22 +1,22 @@
# Asset Name, Compression Type, Filename/Placeholder, Description
# --- Drum & Percussion Samples ---
-KICK_1, NONE, KICK_606.spec, "606 Kick"
-KICK_2, NONE, KICK_90S_2.spec, "90s Kick"
-SNARE_1, NONE, SNARE_808.spec, "808 Snare"
-SNARE_2, NONE, SNARE_909_TUNE_8.spec, "909 Snare"
-SNARE_3, NONE, SNARE_BLUE_ROOM.spec, "Snare Blue Room"
-HIHAT_1, NONE, HIHAT_CLOSED_DMX.spec, "DMX Closed Hi-hat"
-HIHAT_2, NONE, HIHAT_CLOSED_DUFF.spec, "Duff Closed Hi-hat"
-HIHAT_3, NONE, HIHAT_CLOSED_ER_1.spec, "ER-1 Closed Hi-hat"
-CRASH_1, NONE, CRASH_DMX.spec, "DMX Crash"
-RIDE_1, NONE, RIDE_CUP_1.spec, "Ride Cymbal"
-SPLASH_1, NONE, SPLASH_GROUNDED.spec, "Splash Cymbal"
+KICK_1, NONE, music/KICK_606.spec, "606 Kick"
+KICK_2, NONE, music/KICK_90S_2.spec, "90s Kick"
+SNARE_1, NONE, music/SNARE_808.spec, "808 Snare"
+SNARE_2, NONE, music/SNARE_909_TUNE_8.spec, "909 Snare"
+SNARE_3, NONE, music/SNARE_BLUE_ROOM.spec, "Snare Blue Room"
+HIHAT_1, NONE, music/HIHAT_CLOSED_DMX.spec, "DMX Closed Hi-hat"
+HIHAT_2, NONE, music/HIHAT_CLOSED_DUFF.spec, "Duff Closed Hi-hat"
+HIHAT_3, NONE, music/HIHAT_CLOSED_ER_1.spec, "ER-1 Closed Hi-hat"
+CRASH_1, NONE, music/CRASH_DMX.spec, "DMX Crash"
+RIDE_1, NONE, music/RIDE_CUP_1.spec, "Ride Cymbal"
+SPLASH_1, NONE, music/SPLASH_GROUNDED.spec, "Splash Cymbal"
# --- Melodic Samples ---
-BASS_1, NONE, BASS_GUITAR_FEEL.spec, "Bass Guitar"
-BASS_2, NONE, BASS_SYNTH_1.spec, "Synth Bass 1"
-BASS_3, NONE, SYNTH_BASS_DISTORT.spec, "Distorted Synth Bass"
+BASS_1, NONE, music/BASS_GUITAR_FEEL.spec, "Bass Guitar"
+BASS_2, NONE, music/BASS_SYNTH_1.spec, "Synth Bass 1"
+BASS_3, NONE, music/SYNTH_BASS_DISTORT.spec, "Distorted Synth Bass"
# --- Procedural Textures ---
NOISE_TEX, PROC(gen_noise, 1234, 16), _, "Procedural noise texture for bump mapping"
@@ -52,6 +52,11 @@ SHADER_MESH, NONE, shaders/mesh_render.wgsl, "Mesh Rasterization Shader"
MESH_CUBE, NONE, test_mesh.obj, "A simple cube mesh"
DODECAHEDRON, NONE, dodecahedron.obj, "A dodecahedron mesh"
SHADER_VIGNETTE, NONE, shaders/vignette.wgsl, "Vignette Shader"
+SHADER_COMPUTE_GEN_NOISE, NONE, shaders/compute/gen_noise.wgsl, "GPU Noise Compute Shader"
+SHADER_COMPUTE_GEN_PERLIN, NONE, shaders/compute/gen_perlin.wgsl, "GPU Perlin Noise Compute Shader"
+SHADER_COMPUTE_GEN_GRID, NONE, shaders/compute/gen_grid.wgsl, "GPU Grid Compute Shader"
+SHADER_COMPUTE_GEN_BLEND, NONE, shaders/compute/gen_blend.wgsl, "GPU Blend Composite Shader"
+SHADER_COMPUTE_GEN_MASK, NONE, shaders/compute/gen_mask.wgsl, "GPU Mask Composite Shader"
CIRCLE_MASK_COMPUTE_SHADER, NONE, shaders/circle_mask_compute.wgsl, "Circle mask compute shader"
CIRCLE_MASK_RENDER_SHADER, NONE, shaders/circle_mask_render.wgsl, "Circle mask render shader"
MASKED_CUBE_SHADER, NONE, shaders/masked_cube.wgsl, "Masked cube shader"
diff --git a/assets/final/BASS_GUITAR_FEEL.spec b/assets/final/music/BASS_GUITAR_FEEL.spec
index 54f49a6..54f49a6 100644
--- a/assets/final/BASS_GUITAR_FEEL.spec
+++ b/assets/final/music/BASS_GUITAR_FEEL.spec
Binary files differ
diff --git a/assets/final/BASS_SYNTH_1.spec b/assets/final/music/BASS_SYNTH_1.spec
index 33bc0a0..33bc0a0 100644
--- a/assets/final/BASS_SYNTH_1.spec
+++ b/assets/final/music/BASS_SYNTH_1.spec
Binary files differ
diff --git a/assets/final/CRASH_DMX.spec b/assets/final/music/CRASH_DMX.spec
index 45ee52d..45ee52d 100644
--- a/assets/final/CRASH_DMX.spec
+++ b/assets/final/music/CRASH_DMX.spec
Binary files differ
diff --git a/assets/final/HIHAT_CLOSED_DMX.spec b/assets/final/music/HIHAT_CLOSED_DMX.spec
index 8fce1d2..8fce1d2 100644
--- a/assets/final/HIHAT_CLOSED_DMX.spec
+++ b/assets/final/music/HIHAT_CLOSED_DMX.spec
Binary files differ
diff --git a/assets/final/HIHAT_CLOSED_DUFF.spec b/assets/final/music/HIHAT_CLOSED_DUFF.spec
index f738271..f738271 100644
--- a/assets/final/HIHAT_CLOSED_DUFF.spec
+++ b/assets/final/music/HIHAT_CLOSED_DUFF.spec
Binary files differ
diff --git a/assets/final/HIHAT_CLOSED_ER_1.spec b/assets/final/music/HIHAT_CLOSED_ER_1.spec
index bb03f5e..bb03f5e 100644
--- a/assets/final/HIHAT_CLOSED_ER_1.spec
+++ b/assets/final/music/HIHAT_CLOSED_ER_1.spec
Binary files differ
diff --git a/assets/final/KICK_606.spec b/assets/final/music/KICK_606.spec
index 10af84a..10af84a 100644
--- a/assets/final/KICK_606.spec
+++ b/assets/final/music/KICK_606.spec
Binary files differ
diff --git a/assets/final/KICK_90S_2.spec b/assets/final/music/KICK_90S_2.spec
index 126409e..126409e 100644
--- a/assets/final/KICK_90S_2.spec
+++ b/assets/final/music/KICK_90S_2.spec
Binary files differ
diff --git a/assets/final/RIDE_CUP_1.spec b/assets/final/music/RIDE_CUP_1.spec
index 78867c1..78867c1 100644
--- a/assets/final/RIDE_CUP_1.spec
+++ b/assets/final/music/RIDE_CUP_1.spec
Binary files differ
diff --git a/assets/final/SNARE_808.spec b/assets/final/music/SNARE_808.spec
index 2923c3c..2923c3c 100644
--- a/assets/final/SNARE_808.spec
+++ b/assets/final/music/SNARE_808.spec
Binary files differ
diff --git a/assets/final/SNARE_909_TUNE_8.spec b/assets/final/music/SNARE_909_TUNE_8.spec
index 4693c05..4693c05 100644
--- a/assets/final/SNARE_909_TUNE_8.spec
+++ b/assets/final/music/SNARE_909_TUNE_8.spec
Binary files differ
diff --git a/assets/final/SNARE_BLUE_ROOM.spec b/assets/final/music/SNARE_BLUE_ROOM.spec
index b24baa7..b24baa7 100644
--- a/assets/final/SNARE_BLUE_ROOM.spec
+++ b/assets/final/music/SNARE_BLUE_ROOM.spec
Binary files differ
diff --git a/assets/final/SPLASH_GROUNDED.spec b/assets/final/music/SPLASH_GROUNDED.spec
index a919be4..a919be4 100644
--- a/assets/final/SPLASH_GROUNDED.spec
+++ b/assets/final/music/SPLASH_GROUNDED.spec
Binary files differ
diff --git a/assets/final/SYNTH_BASS_DISTORT.spec b/assets/final/music/SYNTH_BASS_DISTORT.spec
index 33bc0a0..33bc0a0 100644
--- a/assets/final/SYNTH_BASS_DISTORT.spec
+++ b/assets/final/music/SYNTH_BASS_DISTORT.spec
Binary files differ
diff --git a/assets/final/shaders/chroma_aberration.wgsl b/assets/final/shaders/chroma_aberration.wgsl
index bad3624..6c942b7 100644
--- a/assets/final/shaders/chroma_aberration.wgsl
+++ b/assets/final/shaders/chroma_aberration.wgsl
@@ -1,22 +1,14 @@
@group(0) @binding(0) var smplr: sampler;
@group(0) @binding(1) var txt: texture_2d<f32>;
-struct CommonUniforms {
- resolution: vec2<f32>,
- _pad0: f32,
- _pad1: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
- audio_intensity: f32,
-};
-struct EffectParams {
+#include "common_uniforms"
+struct ChromaAberrationParams {
offset_scale: f32,
angle: f32,
};
@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
-@group(0) @binding(3) var<uniform> params: EffectParams;
+@group(0) @binding(3) var<uniform> params: ChromaAberrationParams;
@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
diff --git a/assets/final/shaders/circle_mask_compute.wgsl b/assets/final/shaders/circle_mask_compute.wgsl
index 1ed6c1e..484d3dd 100644
--- a/assets/final/shaders/circle_mask_compute.wgsl
+++ b/assets/final/shaders/circle_mask_compute.wgsl
@@ -1,16 +1,8 @@
// Circle mask compute shader
// Generates a circular mask (1.0 inside, 0.0 outside)
-struct CommonUniforms {
- resolution: vec2<f32>,
- _pad0: f32,
- _pad1: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
- audio_intensity: f32,
-};
-struct EffectParams {
+#include "common_uniforms"
+struct CircleMaskParams {
radius: f32,
_pad0: f32,
_pad1: f32,
@@ -18,7 +10,7 @@ struct EffectParams {
};
@group(0) @binding(0) var<uniform> uniforms: CommonUniforms;
-@group(0) @binding(1) var<uniform> params: EffectParams;
+@group(0) @binding(1) var<uniform> params: CircleMaskParams;
struct VSOutput {
@builtin(position) position: vec4<f32>,
diff --git a/assets/final/shaders/circle_mask_render.wgsl b/assets/final/shaders/circle_mask_render.wgsl
index ce98f9c..cfa002e 100644
--- a/assets/final/shaders/circle_mask_render.wgsl
+++ b/assets/final/shaders/circle_mask_render.wgsl
@@ -4,15 +4,7 @@
@group(0) @binding(0) var mask_tex: texture_2d<f32>;
@group(0) @binding(1) var mask_sampler: sampler;
-struct CommonUniforms {
- resolution: vec2<f32>,
- _pad0: f32,
- _pad1: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
- audio_intensity: f32,
-};
+#include "common_uniforms"
@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
diff --git a/assets/final/shaders/compute/gen_blend.wgsl b/assets/final/shaders/compute/gen_blend.wgsl
new file mode 100644
index 0000000..9fc9e1e
--- /dev/null
+++ b/assets/final/shaders/compute/gen_blend.wgsl
@@ -0,0 +1,29 @@
+// 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
new file mode 100644
index 0000000..cc5e189
--- /dev/null
+++ b/assets/final/shaders/compute/gen_grid.wgsl
@@ -0,0 +1,24 @@
+// 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
new file mode 100644
index 0000000..1ce9f52
--- /dev/null
+++ b/assets/final/shaders/compute/gen_mask.wgsl
@@ -0,0 +1,27 @@
+// 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
new file mode 100644
index 0000000..5c0babd
--- /dev/null
+++ b/assets/final/shaders/compute/gen_noise.wgsl
@@ -0,0 +1,26 @@
+// 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
new file mode 100644
index 0000000..73816d6
--- /dev/null
+++ b/assets/final/shaders/compute/gen_perlin.wgsl
@@ -0,0 +1,44 @@
+// 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));
+}
diff --git a/assets/final/shaders/distort.wgsl b/assets/final/shaders/distort.wgsl
index cca01c4..5d35129 100644
--- a/assets/final/shaders/distort.wgsl
+++ b/assets/final/shaders/distort.wgsl
@@ -1,15 +1,15 @@
@group(0) @binding(0) var smplr: sampler;
@group(0) @binding(1) var txt: texture_2d<f32>;
-struct CommonUniforms {
- resolution: vec2<f32>,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
- audio_intensity: f32,
+#include "common_uniforms"
+
+struct DistortParams {
+ strength: f32,
+ speed: f32,
};
@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
+@group(0) @binding(3) var<uniform> params: DistortParams;
@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
@@ -22,6 +22,6 @@ struct CommonUniforms {
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
let uv = p.xy / uniforms.resolution;
- let dist = 0.1 * uniforms.audio_intensity * sin(uv.y * 20.0 + uniforms.time * 5.0);
+ let dist = params.strength * uniforms.audio_intensity * sin(uv.y * 20.0 + uniforms.time * params.speed * 5.0);
return textureSample(txt, smplr, uv + vec2<f32>(dist, 0.0));
}
diff --git a/assets/final/shaders/ellipse.wgsl b/assets/final/shaders/ellipse.wgsl
index 9c6b0d9..05dfcfc 100644
--- a/assets/final/shaders/ellipse.wgsl
+++ b/assets/final/shaders/ellipse.wgsl
@@ -1,12 +1,4 @@
-struct CommonUniforms {
- resolution: vec2<f32>,
- _pad0: f32,
- _pad1: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
- audio_intensity: f32,
-};
+#include "common_uniforms"
@group(0) @binding(0) var<uniform> uniforms: CommonUniforms;
diff --git a/assets/final/shaders/gaussian_blur.wgsl b/assets/final/shaders/gaussian_blur.wgsl
index 3b87b10..02156f7 100644
--- a/assets/final/shaders/gaussian_blur.wgsl
+++ b/assets/final/shaders/gaussian_blur.wgsl
@@ -1,22 +1,14 @@
@group(0) @binding(0) var smplr: sampler;
@group(0) @binding(1) var txt: texture_2d<f32>;
-struct CommonUniforms {
- resolution: vec2<f32>,
- _pad0: f32,
- _pad1: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
- audio_intensity: f32,
-};
-struct EffectParams {
+#include "common_uniforms"
+struct GaussianBlurParams {
strength: f32,
_pad: f32,
};
@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
-@group(0) @binding(3) var<uniform> params: EffectParams;
+@group(0) @binding(3) var<uniform> params: GaussianBlurParams;
@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
diff --git a/assets/final/shaders/main_shader.wgsl b/assets/final/shaders/main_shader.wgsl
index 7155a6d..ab0278c 100644
--- a/assets/final/shaders/main_shader.wgsl
+++ b/assets/final/shaders/main_shader.wgsl
@@ -1,12 +1,4 @@
-struct CommonUniforms {
- resolution: vec2<f32>,
- _pad0: f32,
- _pad1: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
- audio_intensity: f32,
-};
+#include "common_uniforms"
@group(0) @binding(0) var<uniform> uniforms: CommonUniforms;
diff --git a/assets/final/shaders/particle_compute.wgsl b/assets/final/shaders/particle_compute.wgsl
index 38a95e1..ae513c8 100644
--- a/assets/final/shaders/particle_compute.wgsl
+++ b/assets/final/shaders/particle_compute.wgsl
@@ -5,15 +5,7 @@ struct Particle {
color: vec4<f32>,
};
-struct CommonUniforms {
- resolution: vec2<f32>,
- _pad0: f32,
- _pad1: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
- audio_intensity: f32,
-};
+#include "common_uniforms"
@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
@group(0) @binding(1) var<uniform> uniforms: CommonUniforms;
diff --git a/assets/final/shaders/particle_render.wgsl b/assets/final/shaders/particle_render.wgsl
index 9030a3a..6a2b636 100644
--- a/assets/final/shaders/particle_render.wgsl
+++ b/assets/final/shaders/particle_render.wgsl
@@ -5,15 +5,7 @@ struct Particle {
color: vec4<f32>,
};
-struct CommonUniforms {
- resolution: vec2<f32>,
- _pad0: f32,
- _pad1: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
- audio_intensity: f32,
-};
+#include "common_uniforms"
@group(0) @binding(0) var<storage, read> particles: array<Particle>;
@group(0) @binding(1) var<uniform> uniforms: CommonUniforms;
diff --git a/assets/final/shaders/particle_spray_compute.wgsl b/assets/final/shaders/particle_spray_compute.wgsl
index b165971..a4041f2 100644
--- a/assets/final/shaders/particle_spray_compute.wgsl
+++ b/assets/final/shaders/particle_spray_compute.wgsl
@@ -5,15 +5,7 @@ struct Particle {
color: vec4<f32>,
};
-struct CommonUniforms {
- resolution: vec2<f32>,
- _pad0: f32,
- _pad1: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
- audio_intensity: f32,
-};
+#include "common_uniforms"
@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
@group(0) @binding(1) var<uniform> uniforms: CommonUniforms;
diff --git a/assets/final/shaders/passthrough.wgsl b/assets/final/shaders/passthrough.wgsl
index dfdacf4..266e231 100644
--- a/assets/final/shaders/passthrough.wgsl
+++ b/assets/final/shaders/passthrough.wgsl
@@ -1,15 +1,7 @@
@group(0) @binding(0) var smplr: sampler;
@group(0) @binding(1) var txt: texture_2d<f32>;
-struct CommonUniforms {
- resolution: vec2<f32>,
- _pad0: f32,
- _pad1: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
- audio_intensity: 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> {
diff --git a/assets/final/shaders/solarize.wgsl b/assets/final/shaders/solarize.wgsl
index 645fb9a..de15dfc 100644
--- a/assets/final/shaders/solarize.wgsl
+++ b/assets/final/shaders/solarize.wgsl
@@ -1,15 +1,7 @@
@group(0) @binding(0) var smplr: sampler;
@group(0) @binding(1) var txt: texture_2d<f32>;
-struct CommonUniforms {
- resolution: vec2<f32>,
- _pad0: f32,
- _pad1: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
- audio_intensity: f32,
-};
+#include "common_uniforms"
@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
diff --git a/assets/final/shaders/vignette.wgsl b/assets/final/shaders/vignette.wgsl
index 4b096d7..b129883 100644
--- a/assets/final/shaders/vignette.wgsl
+++ b/assets/final/shaders/vignette.wgsl
@@ -1,20 +1,14 @@
@group(0) @binding(0) var input_sampler: sampler;
@group(0) @binding(1) var input_tex: texture_2d<f32>;
-struct CommonUniforms {
- resolution: vec2<f32>,
- _pad0: f32,
- _pad1: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
- audio_intensity: f32,
-};struct EffectParams {
+#include "common_uniforms"
+
+struct VignetteParams {
radius: f32,
softness: f32,
};
@group(0) @binding(2) var<uniform> common_uniforms: CommonUniforms;
-@group(0) @binding(3) var<uniform> params: EffectParams;
+@group(0) @binding(3) var<uniform> params: VignetteParams;
@vertex
fn vs_main(@builtin(vertex_index) vertex_idx: u32) -> @builtin(position) vec4<f32> {
diff --git a/assets/final/test_demo_assets.txt b/assets/final/test_demo_assets.txt
index d679237..dec8625 100644
--- a/assets/final/test_demo_assets.txt
+++ b/assets/final/test_demo_assets.txt
@@ -1,3 +1,3 @@
-KICK_1, NONE, KICK_606.spec, "606 Kick"
-SNARE_1, NONE, SNARE_808.spec, "808 Snare"
-CRASH_1, NONE, CRASH_DMX.spec, "DMX Crash"
+KICK_1, NONE, music/KICK_606.spec, "606 Kick"
+SNARE_1, NONE, music/SNARE_808.spec, "808 Snare"
+CRASH_1, NONE, music/CRASH_DMX.spec, "DMX Crash"