From 1b6f3a1273dd7552098d0e634b85ed16e72aabfe Mon Sep 17 00:00:00 2001 From: skal Date: Thu, 12 Feb 2026 00:47:57 +0100 Subject: docs: complete beat-based timing documentation Updated all affected documentation files: - UNIFORM_BUFFER_GUIDELINES.md: New CommonUniforms example - ARCHITECTURE.md: Beat-based timing section - EFFECT_WORKFLOW.md: Available uniforms reference - CONTRIBUTING.md: Updated uniform buffer checklist handoff(Claude): Beat-based timing system fully implemented and documented. Co-Authored-By: Claude Sonnet 4.5 --- doc/EFFECT_WORKFLOW.md | 10 ++++++++++ 1 file changed, 10 insertions(+) (limited to 'doc/EFFECT_WORKFLOW.md') diff --git a/doc/EFFECT_WORKFLOW.md b/doc/EFFECT_WORKFLOW.md index d68d148..e453b63 100644 --- a/doc/EFFECT_WORKFLOW.md +++ b/doc/EFFECT_WORKFLOW.md @@ -37,6 +37,16 @@ void render(WGPURenderPassEncoder pass, const CommonPostProcessUniforms& uniforms) override; ``` +**Uniforms Available:** +```cpp +uniforms.time; // Physical seconds (constant speed) +uniforms.beat_time; // Musical beats (bar synchronization) +uniforms.beat_phase; // Fractional beat 0.0-1.0 (smooth oscillation) +uniforms.audio_intensity; // Audio peak for beat sync +uniforms.resolution; // Screen dimensions +uniforms.aspect_ratio; // Width/height ratio +``` + **Template:** See `tools/shadertoy/template.*` or use `convert_shadertoy.py` ### 2. Add Shader to Assets -- cgit v1.2.3