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Diffstat (limited to 'common/shaders/combined_postprocess.wgsl')
| -rw-r--r-- | common/shaders/combined_postprocess.wgsl | 23 |
1 files changed, 0 insertions, 23 deletions
diff --git a/common/shaders/combined_postprocess.wgsl b/common/shaders/combined_postprocess.wgsl deleted file mode 100644 index c0acfe7..0000000 --- a/common/shaders/combined_postprocess.wgsl +++ /dev/null @@ -1,23 +0,0 @@ -// Example: Combined post-process using inline functions -// Demonstrates how to chain multiple simple effects without separate classes - -#include "sequence_uniforms" -#include "postprocess_inline" -#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main - -@group(0) @binding(0) var input_sampler: sampler; -@group(0) @binding(1) var input_texture: texture_2d<f32>; -@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams; - -@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f { - // Sample base color - var color = textureSample(input_texture, input_sampler, in.uv); - - // Apply effects in sequence (customize as needed) - // color = apply_solarize(color, 0.4, 0.4, uniforms.time); - // color = apply_theme(color, vec3f(1.0, 0.8, 0.6), 0.3); - color = apply_vignette(color, in.uv, 0.6, 0.1, uniforms.audio_intensity); - // color = apply_flash(color, uniforms.beat_phase * 0.2); - - return color; -} |
