From fd19130b3360d17b44247ec26533b20e051b7f8c Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 9 Feb 2026 11:17:53 +0100 Subject: feat: WGSL Uniform Buffer Validation & Consolidation (Task #75) - Added to validate WGSL/C++ struct alignment. - Integrated validation into . - Standardized uniform usage in , , , . - Renamed generic to specific names in WGSL and C++ to avoid collisions. - Added and updated . - handoff(Gemini): Completed Task #75. --- assets/final/shaders/chroma_aberration.wgsl | 4 ++-- assets/final/shaders/circle_mask_compute.wgsl | 4 ++-- assets/final/shaders/distort.wgsl | 10 +++++++++- assets/final/shaders/gaussian_blur.wgsl | 4 ++-- assets/final/shaders/vignette.wgsl | 4 ++-- 5 files changed, 17 insertions(+), 9 deletions(-) (limited to 'assets/final') diff --git a/assets/final/shaders/chroma_aberration.wgsl b/assets/final/shaders/chroma_aberration.wgsl index bad3624..f84a393 100644 --- a/assets/final/shaders/chroma_aberration.wgsl +++ b/assets/final/shaders/chroma_aberration.wgsl @@ -10,13 +10,13 @@ struct CommonUniforms { beat: f32, audio_intensity: f32, }; -struct EffectParams { +struct ChromaAberrationParams { offset_scale: f32, angle: f32, }; @group(0) @binding(2) var uniforms: CommonUniforms; -@group(0) @binding(3) var params: EffectParams; +@group(0) @binding(3) var params: ChromaAberrationParams; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { var pos = array, 3>( diff --git a/assets/final/shaders/circle_mask_compute.wgsl b/assets/final/shaders/circle_mask_compute.wgsl index 1ed6c1e..fefb287 100644 --- a/assets/final/shaders/circle_mask_compute.wgsl +++ b/assets/final/shaders/circle_mask_compute.wgsl @@ -10,7 +10,7 @@ struct CommonUniforms { beat: f32, audio_intensity: f32, }; -struct EffectParams { +struct CircleMaskParams { radius: f32, _pad0: f32, _pad1: f32, @@ -18,7 +18,7 @@ struct EffectParams { }; @group(0) @binding(0) var uniforms: CommonUniforms; -@group(0) @binding(1) var params: EffectParams; +@group(0) @binding(1) var params: CircleMaskParams; struct VSOutput { @builtin(position) position: vec4, diff --git a/assets/final/shaders/distort.wgsl b/assets/final/shaders/distort.wgsl index cca01c4..4de8441 100644 --- a/assets/final/shaders/distort.wgsl +++ b/assets/final/shaders/distort.wgsl @@ -3,13 +3,21 @@ struct CommonUniforms { resolution: vec2, + _pad0: f32, + _pad1: f32, aspect_ratio: f32, time: f32, beat: f32, audio_intensity: f32, }; +struct DistortParams { + strength: f32, + speed: f32, +}; + @group(0) @binding(2) var uniforms: CommonUniforms; +@group(0) @binding(3) var params: DistortParams; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { var pos = array, 3>( @@ -22,6 +30,6 @@ struct CommonUniforms { @fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { let uv = p.xy / uniforms.resolution; - let dist = 0.1 * uniforms.audio_intensity * sin(uv.y * 20.0 + uniforms.time * 5.0); + let dist = params.strength * uniforms.audio_intensity * sin(uv.y * 20.0 + uniforms.time * params.speed * 5.0); return textureSample(txt, smplr, uv + vec2(dist, 0.0)); } diff --git a/assets/final/shaders/gaussian_blur.wgsl b/assets/final/shaders/gaussian_blur.wgsl index 3b87b10..2a887a4 100644 --- a/assets/final/shaders/gaussian_blur.wgsl +++ b/assets/final/shaders/gaussian_blur.wgsl @@ -10,13 +10,13 @@ struct CommonUniforms { beat: f32, audio_intensity: f32, }; -struct EffectParams { +struct GaussianBlurParams { strength: f32, _pad: f32, }; @group(0) @binding(2) var uniforms: CommonUniforms; -@group(0) @binding(3) var params: EffectParams; +@group(0) @binding(3) var params: GaussianBlurParams; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { var pos = array, 3>( diff --git a/assets/final/shaders/vignette.wgsl b/assets/final/shaders/vignette.wgsl index 4b096d7..93e8a8c 100644 --- a/assets/final/shaders/vignette.wgsl +++ b/assets/final/shaders/vignette.wgsl @@ -8,13 +8,13 @@ struct CommonUniforms { time: f32, beat: f32, audio_intensity: f32, -};struct EffectParams { +};struct VignetteParams { radius: f32, softness: f32, }; @group(0) @binding(2) var common_uniforms: CommonUniforms; -@group(0) @binding(3) var params: EffectParams; +@group(0) @binding(3) var params: VignetteParams; @vertex fn vs_main(@builtin(vertex_index) vertex_idx: u32) -> @builtin(position) vec4 { -- cgit v1.2.3