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→ tools/originals/ - Removed assets/common/ (legacy, duplicated in workspaces) - Removed assets/final/ (legacy, superseded by workspaces) - Updated hot-reload paths in main.cc - Updated CMake references for test_demo and validation - Updated gen_spectrograms.sh paths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/circle_mask_compute.wgsl | 35 --------------------------- 1 file changed, 35 deletions(-) delete mode 100644 assets/final/shaders/circle_mask_compute.wgsl (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 deleted file mode 100644 index 484d3dd..0000000 --- a/assets/final/shaders/circle_mask_compute.wgsl +++ /dev/null @@ -1,35 +0,0 @@ -// Circle mask compute shader -// Generates a circular mask (1.0 inside, 0.0 outside) - -#include "common_uniforms" -struct CircleMaskParams { - radius: f32, - _pad0: f32, - _pad1: f32, - _pad2: f32, -}; - -@group(0) @binding(0) var uniforms: CommonUniforms; -@group(0) @binding(1) var params: CircleMaskParams; - -struct VSOutput { - @builtin(position) position: vec4, -}; - -@vertex fn vs_main(@builtin(vertex_index) i: u32) -> VSOutput { - var pos = array, 3>( - vec2(-1, -1), vec2(3, -1), vec2(-1, 3)); - return VSOutput(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 center = vec2(0.5, 0.5); - let aspect_corrected_uv = (uv - center) * vec2(uniforms.aspect_ratio, 1.0); - let dist = length(aspect_corrected_uv); - - let edge_width = 0.01; - let mask = smoothstep(params.radius + edge_width, params.radius - edge_width, dist); - - return vec4(mask, mask, mask, 1.0); -} -- cgit v1.2.3