From 9ee410594a52cbc699b13de2bde4860d70c959a3 Mon Sep 17 00:00:00 2001 From: skal Date: Sat, 28 Feb 2026 09:08:57 +0100 Subject: refactor: move common/shaders/ to src/shaders/ Relocates shared WGSL shaders under src/ where all source code lives, eliminating the top-level common/ directory. - Update asset references in workspaces/main/assets.txt and workspaces/test/assets.txt - Update docs: PROJECT_CONTEXT.md, ARCHITECTURE.md, WORKSPACE_SYSTEM.md, SHADER_REUSE_INVESTIGATION.md Co-Authored-By: Claude Sonnet 4.6 --- common/shaders/render/fullscreen_uv_vs.wgsl | 15 --------------- 1 file changed, 15 deletions(-) delete mode 100644 common/shaders/render/fullscreen_uv_vs.wgsl (limited to 'common/shaders/render/fullscreen_uv_vs.wgsl') diff --git a/common/shaders/render/fullscreen_uv_vs.wgsl b/common/shaders/render/fullscreen_uv_vs.wgsl deleted file mode 100644 index f9ae427..0000000 --- a/common/shaders/render/fullscreen_uv_vs.wgsl +++ /dev/null @@ -1,15 +0,0 @@ -// Common vertex shader for fullscreen post-processing effects. -// Draws a single triangle that covers the entire screen, with uv -// coordinates in [0..1] -struct VertexOutput { - @builtin(position) position: vec4f, - @location(0) uv: vec2f, -}; - -@vertex fn vs_main(@builtin(vertex_index) i: u32) -> VertexOutput { - let pos = array(vec4f(-1, -1, 0, 1.), vec4f(3, -1, 2., 1.), vec4f(-1, 3, 0, -1)); - var out: VertexOutput; - out.position = vec4f(pos[i].xy, 0.0, 1.0); - out.uv = pos[i].zw; - return out; -} -- cgit v1.2.3