From 95802739b8ccaf9112fe4fe6e496ba7ae4158aae Mon Sep 17 00:00:00 2001 From: skal Date: Fri, 6 Mar 2026 22:53:29 +0100 Subject: feat(effects): add Scratch post-process effect with reusable scratch_lines snippet - src/shaders/render/scratch_lines.wgsl: reusable WGSL snippet registered as "render/scratch_lines"; call scratch_lines(uv, resolution, time)->f32 from any effect. Uses hash_1f from math/noise; 8 lines/frame, ~24fps flicker. - src/effects/scratch.{wgsl,h,cc}: thin Scratch effect wrapping the snippet. - Applied to "intro" and "rotating_cube" sequences as the final step. - 35/35 tests passing. handoff(Gemini): Scratch effect added. render/scratch_lines snippet is reusable. Co-Authored-By: Claude Sonnet 4.6 --- src/effects/scratch.wgsl | 14 ++++++++++++++ 1 file changed, 14 insertions(+) create mode 100644 src/effects/scratch.wgsl (limited to 'src/effects/scratch.wgsl') diff --git a/src/effects/scratch.wgsl b/src/effects/scratch.wgsl new file mode 100644 index 0000000..818202e --- /dev/null +++ b/src/effects/scratch.wgsl @@ -0,0 +1,14 @@ +// Scratch effect - overlays film scratch lines on top of the input buffer +#include "sequence_uniforms" +#include "render/fullscreen_uv_vs" +#include "render/scratch_lines" + +@group(0) @binding(0) var input_sampler: sampler; +@group(0) @binding(1) var input_texture: texture_2d; +@group(0) @binding(2) var uniforms: UniformsSequenceParams; + +@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f { + let color = textureSample(input_texture, input_sampler, in.uv); + let s = scratch_lines(in.uv, uniforms.resolution, uniforms.time); + return vec4f(color.rgb + vec3f(s), color.a); +} -- cgit v1.2.3