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/particle_render.wgsl | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-) (limited to 'assets/final/shaders/particle_render.wgsl') diff --git a/assets/final/shaders/particle_render.wgsl b/assets/final/shaders/particle_render.wgsl index 6a955f0..a0740dc 100644 --- a/assets/final/shaders/particle_render.wgsl +++ b/assets/final/shaders/particle_render.wgsl @@ -5,15 +5,16 @@ struct Particle { color: vec4, }; -struct Uniforms { - audio_peak: f32, +struct CommonUniforms { + resolution: vec2, aspect_ratio: f32, time: f32, beat: f32, + audio_intensity: f32, }; @group(0) @binding(0) var particles: array; -@group(0) @binding(1) var uniforms: Uniforms; +@group(0) @binding(1) var uniforms: CommonUniforms; struct VSOut { @builtin(position) pos: vec4, @@ -23,7 +24,7 @@ struct VSOut { @vertex fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut { let p = particles[ii]; - let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_peak * 0.02; + let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_intensity * 0.02; var offsets = array, 6>( vec2(-1, -1), vec2(1, -1), @@ -40,7 +41,7 @@ struct VSOut { // Fade based on lifetime (p.pos.w goes from 1.0 to 0.0) let lifetime_fade = p.pos.w; - let color_with_fade = vec4(p.color.rgb * (0.5 + 0.5 * uniforms.audio_peak), p.color.a * lifetime_fade); + let color_with_fade = vec4(p.color.rgb * (0.5 + 0.5 * uniforms.audio_intensity), p.color.a * lifetime_fade); return VSOut(vec4(pos, 0.0, 1.0), color_with_fade, offset); } -- cgit v1.2.3