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→ tools/originals/ - Removed assets/common/ (legacy, duplicated in workspaces) - Removed assets/final/ (legacy, superseded by workspaces) - Updated hot-reload paths in main.cc - Updated CMake references for test_demo and validation - Updated gen_spectrograms.sh paths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/particle_render.wgsl | 52 ------------------------------- 1 file changed, 52 deletions(-) delete mode 100644 assets/final/shaders/particle_render.wgsl (limited to 'assets/final/shaders/particle_render.wgsl') diff --git a/assets/final/shaders/particle_render.wgsl b/assets/final/shaders/particle_render.wgsl deleted file mode 100644 index 6a2b636..0000000 --- a/assets/final/shaders/particle_render.wgsl +++ /dev/null @@ -1,52 +0,0 @@ -struct Particle { - pos: vec4, - vel: vec4, - rot: vec4, - color: vec4, -}; - -#include "common_uniforms" - -@group(0) @binding(0) var particles: array; -@group(0) @binding(1) var uniforms: CommonUniforms; - -struct VSOut { - @builtin(position) pos: vec4, - @location(0) color: vec4, - @location(1) uv: vec2, -}; - -@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_intensity * 0.02; - var offsets = array, 6>( - vec2(-1, -1), - vec2(1, -1), - vec2(-1, 1), - vec2(-1, 1), - vec2(1, -1), - vec2(1, 1) - ); - let offset = offsets[vi]; - let c = cos(p.rot.x); - let s = sin(p.rot.x); - let rotated_offset = vec2(offset.x * c - offset.y * s, offset.x * s + offset.y * c); - let pos = vec2(p.pos.x + rotated_offset.x * size / uniforms.aspect_ratio, p.pos.y + rotated_offset.y * size); - - // 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_intensity), p.color.a * lifetime_fade); - - return VSOut(vec4(pos, 0.0, 1.0), color_with_fade, offset); -} - -@fragment fn fs_main(@location(0) color: vec4, @location(1) uv: vec2) -> @location(0) vec4 { - // Calculate distance from center for circular shape - let dist = length(uv); - - // Smooth circular falloff (1.0 at center, 0.0 at edge) - let circle_alpha = smoothstep(1.0, 0.5, dist); - - // Apply circular fade to alpha channel - return vec4(color.rgb, color.a * circle_alpha); -} -- cgit v1.2.3