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/rotating_cube_v2.wgsl | 89 --------------------------- 1 file changed, 89 deletions(-) delete mode 100644 workspaces/main/shaders/rotating_cube_v2.wgsl (limited to 'workspaces/main/shaders/rotating_cube_v2.wgsl') diff --git a/workspaces/main/shaders/rotating_cube_v2.wgsl b/workspaces/main/shaders/rotating_cube_v2.wgsl deleted file mode 100644 index d7e4cae..0000000 --- a/workspaces/main/shaders/rotating_cube_v2.wgsl +++ /dev/null @@ -1,89 +0,0 @@ -// Rotating cube shader v2 (simplified, no masking) - -struct Uniforms { - view_proj: mat4x4, - inv_view_proj: mat4x4, - camera_pos_time: vec4, - params: vec4, - resolution: vec2, - aspect_ratio: f32, - _pad: f32, -}; - -struct ObjectData { - model: mat4x4, - inv_model: mat4x4, - color: vec4, - params: vec4, -}; - -@group(0) @binding(0) var uniforms: Uniforms; -@group(0) @binding(1) var object: ObjectData; - -struct VSOut { - @builtin(position) pos: vec4, - @location(0) world_pos: vec3, - @location(1) normal: vec3, -}; - -// Cube vertices (hardcoded) -fn get_cube_vertex(vid: u32) -> vec3 { - let positions = array, 36>( - // Front face - vec3(-1, -1, 1), vec3( 1, -1, 1), vec3( 1, 1, 1), - vec3(-1, -1, 1), vec3( 1, 1, 1), vec3(-1, 1, 1), - // Back face - vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1), - vec3( 1, -1, -1), vec3(-1, 1, -1), vec3( 1, 1, -1), - // Right face - vec3( 1, -1, 1), vec3( 1, -1, -1), vec3( 1, 1, -1), - vec3( 1, -1, 1), vec3( 1, 1, -1), vec3( 1, 1, 1), - // Left face - vec3(-1, -1, -1), vec3(-1, -1, 1), vec3(-1, 1, 1), - vec3(-1, -1, -1), vec3(-1, 1, 1), vec3(-1, 1, -1), - // Top face - vec3(-1, 1, 1), vec3( 1, 1, 1), vec3( 1, 1, -1), - vec3(-1, 1, 1), vec3( 1, 1, -1), vec3(-1, 1, -1), - // Bottom face - vec3(-1, -1, -1), vec3( 1, -1, -1), vec3( 1, -1, 1), - vec3(-1, -1, -1), vec3( 1, -1, 1), vec3(-1, -1, 1) - ); - return positions[vid]; -} - -fn get_cube_normal(vid: u32) -> vec3 { - let face_id = vid / 6u; - let normals = array, 6>( - vec3( 0, 0, 1), // Front - vec3( 0, 0, -1), // Back - vec3( 1, 0, 0), // Right - vec3(-1, 0, 0), // Left - vec3( 0, 1, 0), // Top - vec3( 0, -1, 0) // Bottom - ); - return normals[face_id]; -} - -@vertex fn vs_main(@builtin(vertex_index) vid: u32) -> VSOut { - let local_pos = get_cube_vertex(vid); - let local_normal = get_cube_normal(vid); - - let world_pos = object.model * vec4(local_pos, 1.0); - let world_normal = normalize((object.model * vec4(local_normal, 0.0)).xyz); - - let clip_pos = uniforms.view_proj * world_pos; - - return VSOut(clip_pos, world_pos.xyz, world_normal); -} - -@fragment fn fs_main(@location(0) world_pos: vec3, @location(1) normal: vec3) -> @location(0) vec4 { - let N = normalize(normal); - let light_dir = normalize(vec3(1.0, 1.0, 1.0)); - let diffuse = max(dot(N, light_dir), 0.0); - - let ambient = 0.3; - let lighting = ambient + diffuse * 0.7; - - let color = object.color.rgb * lighting; - return vec4(color, 1.0); -} -- cgit v1.2.3