# GPU Procedural Phase 4: Texture Composition **Status:** ✅ Complete ## Implementation Multi-input composite shaders with configurable sampler support. ### API ```cpp enum class SamplerType { LinearClamp, LinearRepeat, NearestClamp, NearestRepeat }; void create_gpu_composite_texture( const std::string& name, const std::string& shader_func, const char* shader_code, const void* uniform_data, size_t uniform_size, int width, int height, const std::vector& input_names, SamplerType sampler = SamplerType::LinearClamp); ``` ### Shaders **gen_blend.wgsl** - Blend two textures with lerp factor: - Bindings: output (0), uniform (1), input_a (2), input_b (3), sampler (4) - Uniform: `{u32 width, height; f32 blend_factor, _pad0}` **gen_mask.wgsl** - Multiply textures (masking): - Bindings: output (0), uniform (1), input_a (2), input_b (3), sampler (4) - Uniform: `{u32 width, height}` ### Usage ```cpp extern const char* gen_blend_compute_wgsl; struct { uint32_t width, height; float blend_factor, _pad0; } uni = {256, 256, 0.5f, 0.0f}; tex_mgr.create_gpu_composite_texture( "blended", "gen_blend", gen_blend_compute_wgsl, &uni, sizeof(uni), 256, 256, {"noise_a", "noise_b"}, SamplerType::LinearClamp); ``` ### Features - **Dynamic bind groups:** N input textures + 1 sampler - **Lazy sampler creation:** Map-based cache, 4 preset types - **Multi-stage composition:** Composite of composites supported - **Guarded with `#if !defined(STRIP_GPU_COMPOSITE)`** ### Size Impact - Code: ~460 lines added - Compressed: ~830 bytes (2 shaders + dispatch logic) ### Tests `test_gpu_composite.cc`: - Blend two noise textures - Mask noise with grid - Multi-stage composite (composite of composites) All 35 tests passing.