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_render.wgsl | 15 ++++++++------- 1 file changed, 8 insertions(+), 7 deletions(-) (limited to 'assets/final/shaders/circle_mask_render.wgsl') diff --git a/assets/final/shaders/circle_mask_render.wgsl b/assets/final/shaders/circle_mask_render.wgsl index 902600e..6855c95 100644 --- a/assets/final/shaders/circle_mask_render.wgsl +++ b/assets/final/shaders/circle_mask_render.wgsl @@ -4,14 +4,15 @@ @group(0) @binding(0) var mask_tex: texture_2d; @group(0) @binding(1) var mask_sampler: sampler; -struct Uniforms { - width: f32, - height: f32, - _pad1: f32, - _pad2: f32, +struct CommonUniforms { + resolution: vec2, + aspect_ratio: f32, + time: f32, + beat: f32, + audio_intensity: f32, }; -@group(0) @binding(2) var uniforms: Uniforms; +@group(0) @binding(2) var uniforms: CommonUniforms; struct VSOutput { @builtin(position) position: vec4, @@ -24,7 +25,7 @@ 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 / uniforms.resolution; let mask_value = textureSample(mask_tex, mask_sampler, uv).r; if (mask_value > 0.5) { -- cgit v1.2.3