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/particle_compute.wgsl | 31 +++++++++++++++++++++++++++++++ 1 file changed, 31 insertions(+) create mode 100644 src/effects/particle_compute.wgsl (limited to 'src/effects/particle_compute.wgsl') diff --git a/src/effects/particle_compute.wgsl b/src/effects/particle_compute.wgsl new file mode 100644 index 0000000..2960cc4 --- /dev/null +++ b/src/effects/particle_compute.wgsl @@ -0,0 +1,31 @@ +// Particle simulation (compute shader) - V2 +struct Particle { + pos: vec4f, + vel: vec4f, + rot: vec4f, + color: vec4f, +}; + +#include "sequence_uniforms" + +@group(0) @binding(0) var particles: array; +@group(0) @binding(1) var uniforms: UniformsSequenceParams; + +@compute @workgroup_size(64) +fn main(@builtin(global_invocation_id) id: vec3u) { + let i = id.x; + if (i >= arrayLength(&particles)) { + return; + } + var p = particles[i]; + let new_pos = p.pos.xyz + p.vel.xyz * 0.016; + p.pos = vec4f(new_pos, p.pos.w); + p.vel.y = p.vel.y - 0.01 * (1.0 + uniforms.audio_intensity * 5.0); + p.rot.x = p.rot.x + p.rot.y * 0.016; + if (p.pos.y < -1.5) { + p.pos.y = 1.5; + p.pos.x = (f32(i % 100u) / 50.0) - 1.0 + (uniforms.audio_intensity * 0.5); + p.vel.y = 0.0; + } + particles[i] = p; +} -- cgit v1.2.3