SHADER_UNIFORMS_WGSL

Constant SHADER_UNIFORMS_WGSL 

Source
pub const SHADER_UNIFORMS_WGSL: &str = r#"
struct ShaderUniforms {
    // scalar slot 0
    time: f32,
    fps: f32,
    frame: f32,
    progress: f32,
    // scalar slot 1
    bass: f32,
    mid: f32,
    treb: f32,
    vol: f32,
    // scalar slot 2
    bass_att: f32,
    mid_att: f32,
    treb_att: f32,
    vol_att: f32,
    // scalar slot 3
    blur1_min: f32,
    blur1_max: f32,
    blur2_min: f32,
    blur2_max: f32,
    // scalar slot 4
    blur3_min: f32,
    blur3_max: f32,
    gamma_adj: f32,
    _reserved1: f32,
    // scalar slot 5 — echo + anaglyph stereo
    echo_zoom: f32,
    echo_alpha: f32,
    echo_orient: f32,
    red_blue_stereo: f32,
    // vec4 slots
    aspect: vec4<f32>,
    texsize: vec4<f32>,
    rand_preset: vec4<f32>,
    rand_frame: vec4<f32>,
    slow_roam_cos: vec4<f32>,
    slow_roam_sin: vec4<f32>,
    roam_cos: vec4<f32>,
    roam_sin: vec4<f32>,
    // Per-frame RGB tint (`.xyz`); `.w` reserved.
    hue_shader: vec4<f32>,
    // q1..q32 packed as 8 × vec4
    q: array<vec4<f32>, 8>,
}

@group(0) @binding(0)
var<uniform> uniforms: ShaderUniforms;
"#;
Expand description

WGSL struct declaration mirroring ShaderUniforms plus the standard @group(0) @binding(0) uniform binding.

Field order/types are identical; this string is concatenated to the front of every translated user shader.