From b2ede3f0680edc894a54e28374cb87ab2690afa2 Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 16 Feb 2026 14:32:59 +0100 Subject: refactor: remove v2 versioning artifacts, establish Sequence as canonical system MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Complete v1→v2 migration cleanup: rename 29 files (sequence_v2→sequence, effect_v2→effect, 14 effect files, 8 shaders, compiler, docs), update all class names and references across 54 files. Archive v1 timeline. System now uses standard naming with all versioning removed. 30/34 tests passing. Co-Authored-By: Claude Sonnet 4.5 --- common/shaders/gaussian_blur.wgsl | 45 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 45 insertions(+) create mode 100644 common/shaders/gaussian_blur.wgsl (limited to 'common/shaders/gaussian_blur.wgsl') diff --git a/common/shaders/gaussian_blur.wgsl b/common/shaders/gaussian_blur.wgsl new file mode 100644 index 0000000..293977f --- /dev/null +++ b/common/shaders/gaussian_blur.wgsl @@ -0,0 +1,45 @@ +// Gaussian blur shader for Sequence v2 +#include "sequence_uniforms" + +@group(0) @binding(0) var input_sampler: sampler; +@group(0) @binding(1) var input_texture: texture_2d; +@group(0) @binding(2) var uniforms: UniformsSequenceParams; + +struct GaussianBlurParams { + direction: vec2, + radius: f32, + _pad: f32, +}; +@group(0) @binding(3) var params: GaussianBlurParams; + +struct VertexOutput { + @builtin(position) position: vec4, + @location(0) uv: vec2, +}; + +@vertex fn vs_main(@builtin(vertex_index) vid: u32) -> VertexOutput { + var out: VertexOutput; + let x = f32((vid & 1u) << 1u); + let y = f32((vid & 2u)); + out.position = vec4(x * 2.0 - 1.0, 1.0 - y * 2.0, 0.0, 1.0); + out.uv = vec2(x, y); + return out; +} + +@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4 { + let texel_size = 1.0 / uniforms.resolution; + let offset = params.direction * texel_size; + + var color = vec4(0.0); + let kernel_size = i32(params.radius); + var weight_sum = 0.0; + + for (var i = -kernel_size; i <= kernel_size; i++) { + let sample_offset = f32(i) * offset; + let weight = exp(-f32(i * i) / (2.0 * params.radius * params.radius)); + color += textureSample(input_texture, input_sampler, in.uv + sample_offset) * weight; + weight_sum += weight; + } + + return color / weight_sum; +} -- cgit v1.2.3