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/circle_mask_compute.wgsl | 22 ++++++++++++++-------- 1 file changed, 14 insertions(+), 8 deletions(-) (limited to 'assets/final/shaders/circle_mask_compute.wgsl') diff --git a/assets/final/shaders/circle_mask_compute.wgsl b/assets/final/shaders/circle_mask_compute.wgsl index 610ee67..9bb03ff 100644 --- a/assets/final/shaders/circle_mask_compute.wgsl +++ b/assets/final/shaders/circle_mask_compute.wgsl @@ -1,14 +1,20 @@ // Circle mask compute shader // Generates a circular mask (1.0 inside, 0.0 outside) -struct Uniforms { - radius: f32, +struct CommonUniforms { + resolution: vec2, aspect_ratio: f32, - width: f32, - height: f32, + time: f32, + beat: f32, + audio_intensity: f32, +}; +struct EffectParams { + radius: f32, + _pad: vec3, }; -@group(0) @binding(0) var uniforms: Uniforms; +@group(0) @binding(0) var common: CommonUniforms; +@group(0) @binding(1) var params: EffectParams; struct VSOutput { @builtin(position) position: vec4, @@ -21,13 +27,13 @@ struct VSOutput { } @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; let center = vec2(0.5, 0.5); - let aspect_corrected_uv = (uv - center) * vec2(uniforms.aspect_ratio, 1.0); + let aspect_corrected_uv = (uv - center) * vec2(common.aspect_ratio, 1.0); let dist = length(aspect_corrected_uv); let edge_width = 0.01; - let mask = smoothstep(uniforms.radius + edge_width, uniforms.radius - edge_width, dist); + let mask = smoothstep(params.radius + edge_width, params.radius - edge_width, dist); return vec4(mask, mask, mask, 1.0); } -- cgit v1.2.3