From e4851ae9f310b44dab25eb979733281002c8953d Mon Sep 17 00:00:00 2001 From: skal Date: Sat, 7 Mar 2026 19:02:07 +0100 Subject: refactor(effects): introduce WgslEffect for shader-only post-process effects MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Replace boilerplate .h/.cc pairs for simple single-pass effects with a generic WgslEffect base class that takes a shader string + optional WgslEffectParams (binding 3). Port Flash, Passthrough, Heptagon, Scratch, and GaussianBlur to thin header-only wrappers — no .cc files, no CMake entries needed. Removes 5 .cc files (-243 lines). Update EFFECT_WORKFLOW.md, CONTRIBUTING.md, and AI_RULES.md to document the WgslEffect (Path A) vs full class (Path B) workflow. Doc cleanup: fix stale GaussianBlurParams/PostProcessEffect references and test counts. handoff(Claude): WgslEffect landed; 5 effects ported; docs updated. Co-Authored-By: Claude Sonnet 4.6 --- src/effects/gaussian_blur.wgsl | 17 ++++++----------- 1 file changed, 6 insertions(+), 11 deletions(-) (limited to 'src/effects/gaussian_blur.wgsl') diff --git a/src/effects/gaussian_blur.wgsl b/src/effects/gaussian_blur.wgsl index 68e0720..de0f2cf 100644 --- a/src/effects/gaussian_blur.wgsl +++ b/src/effects/gaussian_blur.wgsl @@ -6,21 +6,16 @@ #include "common_uniforms" #include "render/fullscreen_vs" -struct GaussianBlurParams { - strength: f32, - strength_audio: f32, - stretch: f32, // dir_y / dir_x - _pad: f32, -}; +// effect_params.p: x=strength, y=strength_audio, z=stretch +struct WgslEffectParams { p: vec4f, c: vec4f } @group(0) @binding(2) var uniforms: CommonUniforms; -@group(0) @binding(3) var params: GaussianBlurParams; +@group(0) @binding(3) var effect_params: WgslEffectParams; @fragment fn fs_main(@builtin(position) p: vec4f) -> @location(0) vec4f { - // Parameterized strength + dramatic beat pulsation - let pulse = 1.0 + uniforms.audio_intensity * params.strength_audio; // Pulsate beat - let size = params.strength * pulse; - let dir = vec2f(1., params.stretch) * size / uniforms.resolution.x; + let pulse = 1.0 + uniforms.audio_intensity * effect_params.p.y; + let size = effect_params.p.x * pulse; + let dir = vec2f(1., effect_params.p.z) * size / uniforms.resolution.x; let uv = p.xy / uniforms.resolution; var res = vec4f(0.0); -- cgit v1.2.3