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/heptagon_v2.wgsl | 47 ----------------------------------------- 1 file changed, 47 deletions(-) delete mode 100644 common/shaders/heptagon_v2.wgsl (limited to 'common/shaders/heptagon_v2.wgsl') diff --git a/common/shaders/heptagon_v2.wgsl b/common/shaders/heptagon_v2.wgsl deleted file mode 100644 index cb07c18..0000000 --- a/common/shaders/heptagon_v2.wgsl +++ /dev/null @@ -1,47 +0,0 @@ -// Heptagon shader for Sequence v2 -#include "sequence_v2_uniforms" - -// Standard v2 post-process layout (bindings 0,1 unused for scene effects) -@group(0) @binding(2) var uniforms: UniformsSequenceParams; - -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; -} - -fn sdf_heptagon(p: vec2, r: f32) -> f32 { - let k = vec3(0.868516, -0.495754, 0.357407); - var p_abs = abs(p); - p_abs -= 2.0 * k.xy * min(dot(k.xy, p_abs), 0.0); - p_abs -= 2.0 * vec2(-k.x, k.y) * min(dot(vec2(-k.x, k.y), p_abs), 0.0); - p_abs -= vec2(clamp(p_abs.x, -k.z * r, k.z * r), r); - return length(p_abs) * sign(p_abs.y); -} - -@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4 { - let aspect = uniforms.aspect_ratio; - let uv = (in.uv * 2.0 - 1.0) * vec2(aspect, 1.0); - - let rotation = uniforms.beat_time * 0.5; - let c = cos(rotation); - let s = sin(rotation); - let rot_uv = vec2( - uv.x * c - uv.y * s, - uv.x * s + uv.y * c - ); - - let dist = sdf_heptagon(rot_uv, 0.5); - let color = mix(vec3(0.2, 0.4, 0.8), vec3(1.0, 0.8, 0.2), - smoothstep(0.01, -0.01, dist)); - - return vec4(color, 1.0); -} -- cgit v1.2.3