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-rw-r--r--workspaces/main/shaders/compute/gen_perlin.wgsl44
1 files changed, 0 insertions, 44 deletions
diff --git a/workspaces/main/shaders/compute/gen_perlin.wgsl b/workspaces/main/shaders/compute/gen_perlin.wgsl
deleted file mode 100644
index 73816d6..0000000
--- a/workspaces/main/shaders/compute/gen_perlin.wgsl
+++ /dev/null
@@ -1,44 +0,0 @@
-// 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));
-}