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/visual_debug.wgsl | 14 +++++++++----- 1 file changed, 9 insertions(+), 5 deletions(-) (limited to 'assets/final/shaders/visual_debug.wgsl') diff --git a/assets/final/shaders/visual_debug.wgsl b/assets/final/shaders/visual_debug.wgsl index e91c1a9..63e1f13 100644 --- a/assets/final/shaders/visual_debug.wgsl +++ b/assets/final/shaders/visual_debug.wgsl @@ -1,7 +1,11 @@ -struct Uniforms { - viewProj : mat4x4, -} -@group(0) @binding(0) var uniforms : Uniforms; +struct GlobalUniforms { + view_proj: mat4x4, + inv_view_proj: mat4x4, + camera_pos_time: vec4, + params: vec4, + resolution: vec2, +}; +@group(0) @binding(0) var uniforms : GlobalUniforms; struct VertexInput { @location(0) position : vec3, @@ -16,7 +20,7 @@ struct VertexOutput { @vertex fn vs_main(in : VertexInput) -> VertexOutput { var out : VertexOutput; - out.position = uniforms.viewProj * vec4(in.position, 1.0); + out.position = uniforms.view_proj * vec4(in.position, 1.0); out.color = in.color; return out; } -- cgit v1.2.3