From b9c2a0394343ff3586880d118b7d549b3e748cad Mon Sep 17 00:00:00 2001 From: skal Date: Sat, 28 Feb 2026 11:50:13 +0100 Subject: refactor(effects): co-locate effect WGSL shaders with their .h/.cc in src/effects/ Move 13 effect-specific shaders from workspaces/main/shaders/ to src/effects/ so each effect's .h, .cc, and .wgsl are together. Update assets.txt paths in both main and test workspaces. Update EFFECT_WORKFLOW.md to reflect new location. Shared/reusable snippets remain in src/shaders/. handoff(Gemini): shaders moved; src/effects/ now has .h, .cc, and .wgsl per effect. Co-Authored-By: Claude Sonnet 4.6 --- src/effects/distort.wgsl | 20 ++++++++++++++++++++ 1 file changed, 20 insertions(+) create mode 100644 src/effects/distort.wgsl (limited to 'src/effects/distort.wgsl') diff --git a/src/effects/distort.wgsl b/src/effects/distort.wgsl new file mode 100644 index 0000000..e19bd16 --- /dev/null +++ b/src/effects/distort.wgsl @@ -0,0 +1,20 @@ +@group(0) @binding(0) var smplr: sampler; +@group(0) @binding(1) var txt: texture_2d; + +#include "common_uniforms" + +struct DistortParams { + strength: f32, + speed: f32, +}; + +@group(0) @binding(2) var uniforms: CommonUniforms; +@group(0) @binding(3) var params: DistortParams; + +#include "render/fullscreen_vs" + +@fragment fn fs_main(@builtin(position) p: vec4f) -> @location(0) vec4f { + let uv = p.xy / uniforms.resolution; + let dist = params.strength * uniforms.audio_intensity * sin(uv.y * 20.0 + uniforms.time * params.speed * 5.0); + return textureSample(txt, smplr, uv + vec2f(dist, 0.0)); +} -- cgit v1.2.3