From f32afcbeffa0e8b947457c67c73566da4ebf33cc Mon Sep 17 00:00:00 2001 From: skal Date: Tue, 3 Feb 2026 08:18:13 +0100 Subject: refactor: Shader Asset Integration (Task #24) 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. --- assets/final/shaders/chroma_aberration.wgsl | 30 +++++++++++++++++++++++++++++ 1 file changed, 30 insertions(+) create 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 new file mode 100644 index 0000000..cd80afa --- /dev/null +++ b/assets/final/shaders/chroma_aberration.wgsl @@ -0,0 +1,30 @@ +@group(0) @binding(0) var smplr: sampler; +@group(0) @binding(1) var txt: texture_2d; + +struct Uniforms { + time: f32, + beat: f32, + intensity: f32, + aspect_ratio: f32, + resolution: vec2, +}; + +@group(0) @binding(2) var uniforms: Uniforms; + +@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; + let off = 0.02 * uniforms.intensity; + let r = textureSample(txt, smplr, uv + vec2(off, 0.0)).r; + let g = textureSample(txt, smplr, uv).g; + let b = textureSample(txt, smplr, uv - vec2(off, 0.0)).b; + return vec4(r, g, b, 1.0); +} -- cgit v1.2.3