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 --- src/effects/gaussian_blur_effect_v2.cc | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'src/effects/gaussian_blur_effect_v2.cc') diff --git a/src/effects/gaussian_blur_effect_v2.cc b/src/effects/gaussian_blur_effect_v2.cc index 6b37f0b..f87de8b 100644 --- a/src/effects/gaussian_blur_effect_v2.cc +++ b/src/effects/gaussian_blur_effect_v2.cc @@ -11,7 +11,7 @@ GaussianBlurEffectV2::GaussianBlurEffectV2(const GpuContext& ctx, sampler_(nullptr) { // Create pipeline pipeline_ = create_post_process_pipeline(ctx_.device, WGPUTextureFormat_RGBA8Unorm, - gaussian_blur_shader_wgsl); + gaussian_blur_v2_shader_wgsl); // Create sampler WGPUSamplerDescriptor sampler_desc = {}; @@ -19,6 +19,7 @@ GaussianBlurEffectV2::GaussianBlurEffectV2(const GpuContext& ctx, sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge; sampler_desc.magFilter = WGPUFilterMode_Linear; sampler_desc.minFilter = WGPUFilterMode_Linear; + sampler_desc.maxAnisotropy = 1; sampler_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc); // Init uniform buffers -- cgit v1.2.3