From 7790472dabfa0ecd06f3408d847860ec6072866e Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 9 Feb 2026 18:51:54 +0100 Subject: feat: Implement workspace system (Task #77) Self-contained workspaces for parallel demo development. Structure: - workspaces/main,test - Demo-specific resources - assets/common - Shared resources - workspace.cfg - Configuration per workspace CMake integration: - DEMO_WORKSPACE option (defaults to main) - cmake/ParseWorkspace.cmake - Config parser - Workspace-relative asset/timeline/music paths Migration: - Main demo: demo.seq to workspaces/main/timeline.seq - Test demo: test_demo.seq to workspaces/test/timeline.seq - Common shaders: assets/common/shaders - Workspace shaders: workspaces/*/shaders Build: cmake -B build -DDEMO_WORKSPACE=main cmake -B build_test -DDEMO_WORKSPACE=test All tests passing (36/36). handoff(Claude): Task #77 workspace system complete. Both main and test workspaces build and pass all tests. Co-Authored-By: Claude Sonnet 4.5 --- workspaces/main/shaders/circle_mask_render.wgsl | 30 +++++++++++++++++++++++++ 1 file changed, 30 insertions(+) create mode 100644 workspaces/main/shaders/circle_mask_render.wgsl (limited to 'workspaces/main/shaders/circle_mask_render.wgsl') diff --git a/workspaces/main/shaders/circle_mask_render.wgsl b/workspaces/main/shaders/circle_mask_render.wgsl new file mode 100644 index 0000000..cfa002e --- /dev/null +++ b/workspaces/main/shaders/circle_mask_render.wgsl @@ -0,0 +1,30 @@ +// Circle mask render shader +// Samples mask and draws green outside the circle + +@group(0) @binding(0) var mask_tex: texture_2d; +@group(0) @binding(1) var mask_sampler: sampler; + +#include "common_uniforms" + +@group(0) @binding(2) var uniforms: CommonUniforms; + +struct VSOutput { + @builtin(position) position: vec4, +}; + +@vertex fn vs_main(@builtin(vertex_index) i: u32) -> VSOutput { + var pos = array, 3>( + vec2(-1, -1), vec2(3, -1), vec2(-1, 3)); + return VSOutput(vec4(pos[i], 0.0, 1.0)); +} + +@fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { + let uv = p.xy / uniforms.resolution; + let mask_value = textureSample(mask_tex, mask_sampler, uv).r; + + if (mask_value > 0.5) { + discard; + } + + return vec4(0.0, 1.0, 0.0, 1.0); +} -- cgit v1.2.3