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path: root/assets/final/shaders/particle_spray_compute.wgsl
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21 hoursrefactor: Deduplicate CommonUniforms with #include in WGSL shadersskal
Replace redundant CommonUniforms struct definitions across 13 shaders with #include "common_uniforms" directive. Integrate ShaderComposer preprocessing into all shader creation pipelines. Changes: - Replace 9-line CommonUniforms definitions with single #include line - Add ShaderComposer.Compose() to create_post_process_pipeline() - Add ShaderComposer.Compose() to gpu_create_render_pass() - Add ShaderComposer.Compose() to gpu_create_compute_pass() - Add InitShaderComposer() calls to test_effect_base and test_demo_effects - Update test_shader_compilation to compose shaders before validation Net reduction: 83 lines of duplicate code eliminated All 35 tests passing (100%) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
27 hoursfix: Resolve WebGPU uniform buffer alignment issues (Task #74)skal
Fixed critical validation errors caused by WGSL vec3<f32> alignment mismatches. Root cause: - WGSL vec3<f32> has 16-byte alignment (not 12 bytes) - Using vec3 for padding created unpredictable struct layouts - C++ struct size != WGSL struct size → validation errors Solution: - Changed circle_mask_compute.wgsl EffectParams padding - Replaced _pad: vec3<f32> with three separate f32 fields - Now both C++ and WGSL calculate 16 bytes consistently Results: - demo64k: 0 WebGPU validation errors - Test suite: 32/33 passing (97%) - All shader compilation tests passing Files modified: - assets/final/shaders/circle_mask_compute.wgsl - TODO.md (updated task status) - PROJECT_CONTEXT.md (updated test results) - HANDOFF_2026-02-09_UniformAlignment.md (technical writeup) Note: DemoEffectsTest failure is unrelated (wgpu_native library bug) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
38 hoursfeat(shaders): Standardize all shaders to use CommonUniformsskal
Define CommonUniforms struct with standard fields: - resolution: vec2<f32> - aspect_ratio: f32 - time: f32 - beat: f32 - audio_intensity: f32 Updated 14 shaders to use CommonUniforms: - Replaced width/height with resolution - Unified intensity/audio_peak → audio_intensity - Moved effect-specific params to EffectParams struct - visual_debug.wgsl now uses GlobalUniforms.view_proj All shaders now have consistent uniform interface. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
7 daysrefactor: Shader Asset Integration (Task #24)skal
Extracted all hardcoded WGSL shaders into external assets. Updated AssetManager to handle shader snippets. Refactored Renderer3D, VisualDebug, and Effects to load shaders via the AssetManager, enabling better shader management and composition.