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 +++++++++++++++++++++++++++++++ common/shaders/heptagon_v2.wgsl | 46 ++++++++++++++++++++++++++++++++ common/shaders/passthrough_v2.wgsl | 24 +++++++++++++++++ common/shaders/sequence_v2_uniforms.wgsl | 12 +++++++++ 4 files changed, 127 insertions(+) create mode 100644 common/shaders/gaussian_blur_v2.wgsl create mode 100644 common/shaders/heptagon_v2.wgsl create mode 100644 common/shaders/passthrough_v2.wgsl create mode 100644 common/shaders/sequence_v2_uniforms.wgsl (limited to 'common/shaders') 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; +} diff --git a/common/shaders/heptagon_v2.wgsl b/common/shaders/heptagon_v2.wgsl new file mode 100644 index 0000000..9d0761c --- /dev/null +++ b/common/shaders/heptagon_v2.wgsl @@ -0,0 +1,46 @@ +// Heptagon shader for Sequence v2 +#include "sequence_v2_uniforms" + +@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); +} diff --git a/common/shaders/passthrough_v2.wgsl b/common/shaders/passthrough_v2.wgsl new file mode 100644 index 0000000..e2fdc25 --- /dev/null +++ b/common/shaders/passthrough_v2.wgsl @@ -0,0 +1,24 @@ +// Passthrough 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 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 { + return textureSample(input_texture, input_sampler, in.uv); +} diff --git a/common/shaders/sequence_v2_uniforms.wgsl b/common/shaders/sequence_v2_uniforms.wgsl new file mode 100644 index 0000000..b302329 --- /dev/null +++ b/common/shaders/sequence_v2_uniforms.wgsl @@ -0,0 +1,12 @@ +// Sequence v2 uniform structure for WGSL shaders +// Matches UniformsSequenceParams in sequence_v2.h + +struct UniformsSequenceParams { + resolution: vec2, + aspect_ratio: f32, + time: f32, + beat_time: f32, + beat_phase: f32, + audio_intensity: f32, + _pad: f32, +}; -- cgit v1.2.3