From a126caf9e52b8f7c5be8e09b303e741aa9a410cb Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 16 Feb 2026 10:00:30 +0100 Subject: feat(sequence): port particles_effect to v2 - Add ParticlesEffectV2 with compute + render passes - Create particle_compute_v2.wgsl and particle_render_v2.wgsl - Use UniformsSequenceParams for beat-synchronized particles - Update timeline_v2.seq particles sequence (simplified 2-effect chain) - Add shader exports to shaders.{h,cc} - All 36 tests passing handoff(Claude): Particles v2 complete, rotating_cube next --- workspaces/main/shaders/particle_compute_v2.wgsl | 31 ++++++++++++++ workspaces/main/shaders/particle_render_v2.wgsl | 53 ++++++++++++++++++++++++ 2 files changed, 84 insertions(+) create mode 100644 workspaces/main/shaders/particle_compute_v2.wgsl create mode 100644 workspaces/main/shaders/particle_render_v2.wgsl (limited to 'workspaces/main/shaders') diff --git a/workspaces/main/shaders/particle_compute_v2.wgsl b/workspaces/main/shaders/particle_compute_v2.wgsl new file mode 100644 index 0000000..3683826 --- /dev/null +++ b/workspaces/main/shaders/particle_compute_v2.wgsl @@ -0,0 +1,31 @@ +// Particle simulation (compute shader) - 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; + +@compute @workgroup_size(64) +fn main(@builtin(global_invocation_id) id: vec3) { + let i = id.x; + if (i >= arrayLength(&particles)) { + return; + } + var p = particles[i]; + let new_pos = p.pos.xyz + p.vel.xyz * 0.016; + p.pos = vec4(new_pos, p.pos.w); + p.vel.y = p.vel.y - 0.01 * (1.0 + uniforms.audio_intensity * 5.0); + p.rot.x = p.rot.x + p.rot.y * 0.016; + if (p.pos.y < -1.5) { + p.pos.y = 1.5; + p.pos.x = (f32(i % 100u) / 50.0) - 1.0 + (uniforms.audio_intensity * 0.5); + p.vel.y = 0.0; + } + particles[i] = p; +} diff --git a/workspaces/main/shaders/particle_render_v2.wgsl b/workspaces/main/shaders/particle_render_v2.wgsl new file mode 100644 index 0000000..8663658 --- /dev/null +++ b/workspaces/main/shaders/particle_render_v2.wgsl @@ -0,0 +1,53 @@ +// 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