From eb15703a3f87e4eadc8839b06de12b9c6ec54023 Mon Sep 17 00:00:00 2001 From: skal Date: Fri, 13 Feb 2026 08:21:34 +0100 Subject: Refactor: Reorganize workspaces and remove assets/ directory MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Workspace structure now: - workspaces/{main,test}/obj/ (3D models) - workspaces/{main,test}/shaders/ (WGSL shaders) - workspaces/{main,test}/music/ (audio samples) Changes: - Moved workspaces/*/assets/music/ → workspaces/*/music/ - Updated assets.txt paths (assets/music/ → music/) - Moved test_demo.{seq,track} to tools/ - Moved assets/originals/ → tools/originals/ - Removed assets/common/ (legacy, duplicated in workspaces) - Removed assets/final/ (legacy, superseded by workspaces) - Updated hot-reload paths in main.cc - Updated CMake references for test_demo and validation - Updated gen_spectrograms.sh paths handoff(Claude): Workspace reorganization complete --- assets/final/shaders/chroma_aberration.wgsl | 35 ----------------------------- 1 file changed, 35 deletions(-) delete mode 100644 assets/final/shaders/chroma_aberration.wgsl (limited to 'assets/final/shaders/chroma_aberration.wgsl') diff --git a/assets/final/shaders/chroma_aberration.wgsl b/assets/final/shaders/chroma_aberration.wgsl deleted file mode 100644 index 6c942b7..0000000 --- a/assets/final/shaders/chroma_aberration.wgsl +++ /dev/null @@ -1,35 +0,0 @@ -@group(0) @binding(0) var smplr: sampler; -@group(0) @binding(1) var txt: texture_2d; - -#include "common_uniforms" -struct ChromaAberrationParams { - offset_scale: f32, - angle: f32, -}; - -@group(0) @binding(2) var uniforms: CommonUniforms; -@group(0) @binding(3) var params: ChromaAberrationParams; - -@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { - var pos = array, 3>( - vec2(-1, -1), - vec2(3, -1), - vec2(-1, 3) - ); - return vec4(pos[i], 0.0, 1.0); -} - -@fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { - let uv = p.xy / uniforms.resolution; - - // Compute offset magnitude and direction - let offset_mag = params.offset_scale * uniforms.audio_intensity; - let offset_dir = vec2(cos(params.angle), sin(params.angle)); - let offset = offset_mag * offset_dir; - - // Sample RGB channels with chromatic aberration - let r = textureSample(txt, smplr, uv + offset).r; - let g = textureSample(txt, smplr, uv).g; - let b = textureSample(txt, smplr, uv - offset).b; - return vec4(r, g, b, 1.0); -} -- cgit v1.2.3