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→ tools/originals/ - Removed assets/common/ (legacy, duplicated in workspaces) - Removed assets/final/ (legacy, superseded by workspaces) - Updated hot-reload paths in main.cc - Updated CMake references for test_demo and validation - Updated gen_spectrograms.sh paths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/compute/gen_perlin.wgsl | 44 ---------------------------- 1 file changed, 44 deletions(-) delete mode 100644 assets/final/shaders/compute/gen_perlin.wgsl (limited to 'assets/final/shaders/compute/gen_perlin.wgsl') diff --git a/assets/final/shaders/compute/gen_perlin.wgsl b/assets/final/shaders/compute/gen_perlin.wgsl deleted file mode 100644 index 73816d6..0000000 --- a/assets/final/shaders/compute/gen_perlin.wgsl +++ /dev/null @@ -1,44 +0,0 @@ -// GPU procedural Perlin noise texture generator. -// Fractional Brownian Motion using value noise. - -#include "math/noise" - -struct PerlinParams { - width: u32, - height: u32, - seed: f32, - frequency: f32, - amplitude: f32, - amplitude_decay: f32, - octaves: u32, - _pad0: f32, // Padding for alignment -} - -@group(0) @binding(0) var output_tex: texture_storage_2d; -@group(0) @binding(1) var params: PerlinParams; - -@compute @workgroup_size(8, 8, 1) -fn main(@builtin(global_invocation_id) id: vec3) { - if (id.x >= params.width || id.y >= params.height) { return; } - - let uv = vec2(f32(id.x) / f32(params.width), - f32(id.y) / f32(params.height)); - - var value = 0.0; - var amplitude = params.amplitude; - var frequency = params.frequency; - var total_amp = 0.0; - - for (var o: u32 = 0u; o < params.octaves; o++) { - let p = uv * frequency + params.seed; - value += noise_2d(p) * amplitude; - total_amp += amplitude; - frequency *= 2.0; - amplitude *= params.amplitude_decay; - } - - value /= total_amp; - let clamped = clamp(value, 0.0, 1.0); - - textureStore(output_tex, id.xy, vec4(clamped, clamped, clamped, 1.0)); -} -- cgit v1.2.3