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/vignette.wgsl | 24 ++++++++++++++++++++++++ 1 file changed, 24 insertions(+) create mode 100644 src/effects/vignette.wgsl (limited to 'src/effects/vignette.wgsl') diff --git a/src/effects/vignette.wgsl b/src/effects/vignette.wgsl new file mode 100644 index 0000000..9b98ec9 --- /dev/null +++ b/src/effects/vignette.wgsl @@ -0,0 +1,24 @@ +@group(0) @binding(0) var input_sampler: sampler; +@group(0) @binding(1) var input_tex: texture_2d; +#include "common_uniforms" + +struct VignetteParams { + radius: f32, + softness: f32, +}; + +@group(0) @binding(2) var common_uniforms: CommonUniforms; +@group(0) @binding(3) var params: VignetteParams; + +#include "render/fullscreen_vs" + +@fragment +fn fs_main(@builtin(position) pos: vec4f) -> @location(0) vec4f { + let uv = pos.xy / common_uniforms.resolution; + let color = textureSample(input_tex, input_sampler, uv); + + let d = distance(uv, vec2f(0.5, 0.5)); + let vignette = smoothstep(params.radius, params.radius - params.softness, d); + + return vec4f(color.rgb * mix(1.0, vignette, common_uniforms.audio_intensity), color.a); +} \ No newline at end of file -- cgit v1.2.3