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/particle_render.wgsl | 52 ++++++++++++++++++++++++++++ 1 file changed, 52 insertions(+) create mode 100644 workspaces/main/shaders/particle_render.wgsl (limited to 'workspaces/main/shaders/particle_render.wgsl') diff --git a/workspaces/main/shaders/particle_render.wgsl b/workspaces/main/shaders/particle_render.wgsl new file mode 100644 index 0000000..6a2b636 --- /dev/null +++ b/workspaces/main/shaders/particle_render.wgsl @@ -0,0 +1,52 @@ +struct Particle { + pos: vec4, + vel: vec4, + rot: vec4, + color: vec4, +}; + +#include "common_uniforms" + +@group(0) @binding(0) var particles: array; +@group(0) @binding(1) var uniforms: CommonUniforms; + +struct VSOut { + @builtin(position) pos: vec4, + @location(0) color: vec4, + @location(1) uv: vec2, +}; + +@vertex fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut { + let p = particles[ii]; + let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_intensity * 0.02; + var offsets = array, 6>( + vec2(-1, -1), + vec2(1, -1), + vec2(-1, 1), + vec2(-1, 1), + vec2(1, -1), + vec2(1, 1) + ); + let offset = offsets[vi]; + let c = cos(p.rot.x); + let s = sin(p.rot.x); + let rotated_offset = vec2(offset.x * c - offset.y * s, offset.x * s + offset.y * c); + let pos = vec2(p.pos.x + rotated_offset.x * size / uniforms.aspect_ratio, p.pos.y + rotated_offset.y * size); + + // Fade based on lifetime (p.pos.w goes from 1.0 to 0.0) + let lifetime_fade = p.pos.w; + let color_with_fade = vec4(p.color.rgb * (0.5 + 0.5 * uniforms.audio_intensity), p.color.a * lifetime_fade); + + return VSOut(vec4(pos, 0.0, 1.0), color_with_fade, offset); +} + +@fragment fn fs_main(@location(0) color: vec4, @location(1) uv: vec2) -> @location(0) vec4 { + // Calculate distance from center for circular shape + let dist = length(uv); + + // Smooth circular falloff (1.0 at center, 0.0 at edge) + let circle_alpha = smoothstep(1.0, 0.5, dist); + + // Apply circular fade to alpha channel + return vec4(color.rgb, color.a * circle_alpha); +} -- cgit v1.2.3