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-rw-r--r--common/shaders/combined_postprocess_v2.wgsl36
1 files changed, 0 insertions, 36 deletions
diff --git a/common/shaders/combined_postprocess_v2.wgsl b/common/shaders/combined_postprocess_v2.wgsl
deleted file mode 100644
index a934dce..0000000
--- a/common/shaders/combined_postprocess_v2.wgsl
+++ /dev/null
@@ -1,36 +0,0 @@
-// Example: Combined post-process using inline functions
-// Demonstrates how to chain multiple simple effects without separate classes
-
-#include "sequence_v2_uniforms"
-#include "postprocess_inline"
-
-@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;
-
-struct VertexOutput {
- @builtin(position) position: vec4<f32>,
- @location(0) uv: vec2<f32>,
-};
-
-@vertex fn vs_main(@builtin(vertex_index) vid: u32) -> VertexOutput {
- var out: VertexOutput;
- let x = f32((vid & 1u) << 1u);
- let y = f32((vid & 2u));
- out.position = vec4<f32>(x * 2.0 - 1.0, 1.0 - y * 2.0, 0.0, 1.0);
- out.uv = vec2<f32>(x, y);
- return out;
-}
-
-@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
- // 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, vec3<f32>(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;
-}