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/main_shader.wgsl | 14 ++++++++------ 1 file changed, 8 insertions(+), 6 deletions(-) (limited to 'assets/final/shaders/main_shader.wgsl') diff --git a/assets/final/shaders/main_shader.wgsl b/assets/final/shaders/main_shader.wgsl index 7011159..5bb7d46 100644 --- a/assets/final/shaders/main_shader.wgsl +++ b/assets/final/shaders/main_shader.wgsl @@ -1,15 +1,17 @@ -struct Uniforms { - audio_peak: f32, +struct CommonUniforms { + resolution: vec2, aspect_ratio: f32, time: f32, + beat: f32, + audio_intensity: f32, }; -@group(0) @binding(0) var uniforms: Uniforms; +@group(0) @binding(0) var uniforms: CommonUniforms; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { let PI = 3.14159265; let num_sides = 7.0; - let scale = 0.5 + 0.3 * uniforms.audio_peak; + let scale = 0.5 + 0.3 * uniforms.audio_intensity; let tri_idx = f32(i / 3u); let sub_idx = i % 3u; if (sub_idx == 0u) { @@ -20,10 +22,10 @@ struct Uniforms { } @fragment fn fs_main() -> @location(0) vec4 { - let h = uniforms.time * 2.0 + uniforms.audio_peak * 3.0; + let h = uniforms.time * 2.0 + uniforms.audio_intensity * 3.0; let r = sin(h) * 0.5 + 0.5; let g = sin(h + 2.0) * 0.9 + 0.3; let b = sin(h + 4.0) * 0.5 + 0.5; - let boost = uniforms.audio_peak * 0.5; + let boost = uniforms.audio_intensity * 0.5; return vec4(r + boost, g + boost, b + boost, 1.0); } -- cgit v1.2.3