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diff --git a/common/shaders/combined_postprocess.wgsl b/common/shaders/combined_postprocess.wgsl
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--- a/common/shaders/combined_postprocess.wgsl
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@@ -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;
-}