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+// This file is part of the 64k demo project.
+// ShaderToy effect boilerplate - REPLACE THIS LINE WITH DESCRIPTION
+// TODO: Update description, rename class, adjust parameters
+
+#ifndef SHADERTOY_EFFECT_H_
+#define SHADERTOY_EFFECT_H_
+
+#include "gpu/effect.h"
+#include "gpu/effects/post_process_helper.h"
+#include "gpu/uniform_helper.h"
+
+// TODO: Rename class to match your effect (e.g., TunnelEffect, PlasmaEffect)
+class ShaderToyEffect : public Effect {
+ public:
+ // TODO: Add constructor parameters for tunable values
+ ShaderToyEffect(const GpuContext& ctx);
+ ~ShaderToyEffect() override;
+
+ void init(MainSequence* demo) override;
+ void render(WGPURenderPassEncoder pass, float time, float beat,
+ float intensity, float aspect_ratio) override;
+
+ private:
+ // TODO: Add effect-specific parameters here
+ // Must match WGSL struct exactly - use padding for 16-byte alignment
+ struct ShaderToyParams {
+ float param1;
+ float param2;
+ float _pad[2]; // Padding to 16 bytes
+ };
+ static_assert(sizeof(ShaderToyParams) == 16,
+ "ShaderToyParams must be 16 bytes for WGSL alignment");
+
+ MainSequence* demo_ = nullptr;
+ WGPURenderPipeline pipeline_ = nullptr;
+ WGPUBindGroup bind_group_ = nullptr;
+ WGPUSampler sampler_ = nullptr;
+ UniformBuffer<ShaderToyParams> params_;
+};
+
+#endif /* SHADERTOY_EFFECT_H_ */