From 04938fc4a3335e1459e5fb23d0d091fd2a40c296 Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 16 Feb 2026 08:58:46 +0100 Subject: feat(sequence): complete phase 3 - v2 shader integration and effect ports - Create v2-compatible WGSL shaders with UniformsSequenceParams - Add sequence_v2_uniforms snippet for ShaderComposer - Port 3 effects: PassthroughEffectV2, GaussianBlurEffectV2, HeptagonEffectV2 - Enable and fix end-to-end test (test_sequence_v2_e2e) - Fix shader binding order (sampler at 0, texture at 1) - Fix WebGPU validation (maxAnisotropy=1, explicit depthSlice) - Add v2 shaders to main and test workspace assets - All tests passing (36/36) handoff(Claude): Phase 3 complete, v2 effects functional, ready for phase 4 --- common/shaders/gaussian_blur_v2.wgsl | 45 ++++++++++++++++++++++++++++++++++++ 1 file changed, 45 insertions(+) create mode 100644 common/shaders/gaussian_blur_v2.wgsl (limited to 'common/shaders/gaussian_blur_v2.wgsl') diff --git a/common/shaders/gaussian_blur_v2.wgsl b/common/shaders/gaussian_blur_v2.wgsl new file mode 100644 index 0000000..0f29140 --- /dev/null +++ b/common/shaders/gaussian_blur_v2.wgsl @@ -0,0 +1,45 @@ +// Gaussian blur shader for Sequence v2 +#include "sequence_v2_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