From b2ede3f0680edc894a54e28374cb87ab2690afa2 Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 16 Feb 2026 14:32:59 +0100 Subject: refactor: remove v2 versioning artifacts, establish Sequence as canonical system MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Complete v1→v2 migration cleanup: rename 29 files (sequence_v2→sequence, effect_v2→effect, 14 effect files, 8 shaders, compiler, docs), update all class names and references across 54 files. Archive v1 timeline. System now uses standard naming with all versioning removed. 30/34 tests passing. Co-Authored-By: Claude Sonnet 4.5 --- workspaces/main/shaders/particle_render_v2.wgsl | 53 ------------------------- 1 file changed, 53 deletions(-) delete mode 100644 workspaces/main/shaders/particle_render_v2.wgsl (limited to 'workspaces/main/shaders/particle_render_v2.wgsl') diff --git a/workspaces/main/shaders/particle_render_v2.wgsl b/workspaces/main/shaders/particle_render_v2.wgsl deleted file mode 100644 index 8663658..0000000 --- a/workspaces/main/shaders/particle_render_v2.wgsl +++ /dev/null @@ -1,53 +0,0 @@ -// Particle rendering (vertex + fragment) - V2 -struct Particle { - pos: vec4, - vel: vec4, - rot: vec4, - color: vec4, -}; - -#include "sequence_v2_uniforms" - -@group(0) @binding(0) var particles: array; -@group(0) @binding(1) var uniforms: UniformsSequenceParams; - -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