From e6c2e5418d67e9b4d12d2da74a81fc57e1147865 Mon Sep 17 00:00:00 2001 From: skal Date: Sun, 8 Feb 2026 22:44:37 +0100 Subject: feat(shaders): Standardize all shaders to use CommonUniforms MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Define CommonUniforms struct with standard fields: - resolution: vec2 - 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 --- assets/final/shaders/chroma_aberration.wgsl | 20 +++++++++++--------- 1 file changed, 11 insertions(+), 9 deletions(-) (limited to 'assets/final/shaders/chroma_aberration.wgsl') diff --git a/assets/final/shaders/chroma_aberration.wgsl b/assets/final/shaders/chroma_aberration.wgsl index f1a3034..ca1e17d 100644 --- a/assets/final/shaders/chroma_aberration.wgsl +++ b/assets/final/shaders/chroma_aberration.wgsl @@ -1,18 +1,20 @@ @group(0) @binding(0) var smplr: sampler; @group(0) @binding(1) var txt: texture_2d; -struct Uniforms { +struct CommonUniforms { + resolution: vec2, + aspect_ratio: f32, time: f32, beat: f32, - intensity: f32, - aspect_ratio: f32, - width: f32, - height: f32, + audio_intensity: f32, +}; +struct EffectParams { offset_scale: f32, angle: f32, }; -@group(0) @binding(2) var uniforms: Uniforms; +@group(0) @binding(2) var common: CommonUniforms; +@group(0) @binding(3) var params: EffectParams; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { var pos = array, 3>( @@ -24,11 +26,11 @@ struct Uniforms { } @fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { - let uv = p.xy / vec2(uniforms.width, uniforms.height); + let uv = p.xy / common.resolution; // Compute offset magnitude and direction - let offset_mag = uniforms.offset_scale * uniforms.intensity; - let offset_dir = vec2(cos(uniforms.angle), sin(uniforms.angle)); + let offset_mag = params.offset_scale * common.audio_intensity; + let offset_dir = vec2(cos(params.angle), sin(params.angle)); let offset = offset_mag * offset_dir; // Sample RGB channels with chromatic aberration -- cgit v1.2.3