From 8296fe5180b979b9d1f32f6375b41f0e0a8a399d Mon Sep 17 00:00:00 2001 From: skal Date: Sun, 8 Feb 2026 17:39:33 +0100 Subject: feat(gpu): Add parameter-driven ChromaAberrationEffect MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Implements Task #73 - Extends shader parametrization system to ChromaAberrationEffect following the FlashEffect pattern. Changes: - Added ChromaAberrationParams struct (offset_scale, angle) - Added ChromaUniforms with proper WGSL alignment (32 bytes) - Updated shader to compute offset direction from angle parameter - Extended seq_compiler to parse offset/angle parameters - Updated demo.seq with 2 parameterized instances: * Line 50: offset=0.03 angle=0.785 (45° diagonal, stronger) * Line 76: offset=0.01 angle=1.57 (90° vertical, subtle) Technical details: - Backward-compatible default constructor maintained - Migrated from raw buffer to UniformBuffer - Shader computes direction: vec2(cos(angle), sin(angle)) - Generated code creates ChromaAberrationParams initialization Testing: - All 32/32 tests pass - Demo runs without errors - Binary size: 5.6M stripped (~200-300 bytes impact) Co-Authored-By: Claude Sonnet 4.5 --- assets/final/shaders/chroma_aberration.wgsl | 19 ++++++++++++++----- 1 file changed, 14 insertions(+), 5 deletions(-) (limited to 'assets/final') diff --git a/assets/final/shaders/chroma_aberration.wgsl b/assets/final/shaders/chroma_aberration.wgsl index cd80afa..f1a3034 100644 --- a/assets/final/shaders/chroma_aberration.wgsl +++ b/assets/final/shaders/chroma_aberration.wgsl @@ -6,7 +6,10 @@ struct Uniforms { beat: f32, intensity: f32, aspect_ratio: f32, - resolution: vec2, + width: f32, + height: f32, + offset_scale: f32, + angle: f32, }; @group(0) @binding(2) var uniforms: Uniforms; @@ -21,10 +24,16 @@ struct Uniforms { } @fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { - let uv = p.xy / uniforms.resolution; - let off = 0.02 * uniforms.intensity; - let r = textureSample(txt, smplr, uv + vec2(off, 0.0)).r; + let uv = p.xy / vec2(uniforms.width, uniforms.height); + + // Compute offset magnitude and direction + let offset_mag = uniforms.offset_scale * uniforms.intensity; + let offset_dir = vec2(cos(uniforms.angle), sin(uniforms.angle)); + let offset = offset_mag * offset_dir; + + // Sample RGB channels with chromatic aberration + let r = textureSample(txt, smplr, uv + offset).r; let g = textureSample(txt, smplr, uv).g; - let b = textureSample(txt, smplr, uv - vec2(off, 0.0)).b; + let b = textureSample(txt, smplr, uv - offset).b; return vec4(r, g, b, 1.0); } -- cgit v1.2.3