From fd19130b3360d17b44247ec26533b20e051b7f8c Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 9 Feb 2026 11:17:53 +0100 Subject: feat: WGSL Uniform Buffer Validation & Consolidation (Task #75) - Added to validate WGSL/C++ struct alignment. - Integrated validation into . - Standardized uniform usage in , , , . - Renamed generic to specific names in WGSL and C++ to avoid collisions. - Added and updated . - handoff(Gemini): Completed Task #75. --- assets/final/shaders/distort.wgsl | 10 +++++++++- 1 file changed, 9 insertions(+), 1 deletion(-) (limited to 'assets/final/shaders/distort.wgsl') diff --git a/assets/final/shaders/distort.wgsl b/assets/final/shaders/distort.wgsl index cca01c4..4de8441 100644 --- a/assets/final/shaders/distort.wgsl +++ b/assets/final/shaders/distort.wgsl @@ -3,13 +3,21 @@ struct CommonUniforms { resolution: vec2, + _pad0: f32, + _pad1: f32, aspect_ratio: f32, time: f32, beat: f32, audio_intensity: f32, }; +struct DistortParams { + strength: f32, + speed: f32, +}; + @group(0) @binding(2) var uniforms: CommonUniforms; +@group(0) @binding(3) var params: DistortParams; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { var pos = array, 3>( @@ -22,6 +30,6 @@ struct CommonUniforms { @fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { let uv = p.xy / uniforms.resolution; - let dist = 0.1 * uniforms.audio_intensity * sin(uv.y * 20.0 + uniforms.time * 5.0); + let dist = params.strength * uniforms.audio_intensity * sin(uv.y * 20.0 + uniforms.time * params.speed * 5.0); return textureSample(txt, smplr, uv + vec2(dist, 0.0)); } -- cgit v1.2.3