diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-03 08:18:13 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-03 08:18:13 +0100 |
| commit | f32afcbeffa0e8b947457c67c73566da4ebf33cc (patch) | |
| tree | 8860e7c319b687871e6b9692dc0053eb4b1d583d /assets/final/shaders/ellipse.wgsl | |
| parent | 7cbebea3a0cce82f3a756c26ab0e1323bbf1d169 (diff) | |
refactor: Shader Asset Integration (Task #24)
Extracted all hardcoded WGSL shaders into external assets. Updated AssetManager to handle shader snippets. Refactored Renderer3D, VisualDebug, and Effects to load shaders via the AssetManager, enabling better shader management and composition.
Diffstat (limited to 'assets/final/shaders/ellipse.wgsl')
| -rw-r--r-- | assets/final/shaders/ellipse.wgsl | 57 |
1 files changed, 57 insertions, 0 deletions
diff --git a/assets/final/shaders/ellipse.wgsl b/assets/final/shaders/ellipse.wgsl new file mode 100644 index 0000000..be236c8 --- /dev/null +++ b/assets/final/shaders/ellipse.wgsl @@ -0,0 +1,57 @@ +struct Uniforms { + time: f32, + beat: f32, + intensity: f32, + aspect_ratio: f32, + resolution: vec2<f32>, +}; + +@group(0) @binding(0) var<uniform> uniforms: Uniforms; + +@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> { + var pos = array<vec2<f32>, 3>( + vec2<f32>(-1.0, -1.0), + vec2<f32>(3.0, -1.0), + vec2<f32>(-1.0, 3.0) + ); + return vec4<f32>(pos[i], 0.0, 1.0); +} + +fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 { + var p_abs = abs(p); + if (p_abs.x > p_abs.y) { + p_abs = vec2<f32>(p_abs.y, p_abs.x); + } + let l = ab.y * ab.y - ab.x * ab.x; + let m = ab.x * p_abs.x / l; + let n = ab.y * p_abs.y / l; + let m2 = m * m; + let n2 = n * n; + let c = (m2 + n2 - 1.0) / 3.0; + let c3 = c * c * c; + let d = c3 + m2 * n2; + let g = m + m * n2; + var co: f32; + if (d < 0.0) { + let h = acos((c3 + m2 * n2 * 2.0) / c3) / 3.0; + let s = cos(h); + let t = sin(h) * sqrt(3.0); + co = (sqrt(-c * (s + t * 2.0) + m2) + sign(l) * sqrt(-c * (s - t * 2.0) + m2) + abs(g) / (sqrt(-c * (s + t * 2.0) + m2) * sqrt(-c * (s - t * 2.0) + m2)) - m) / 2.0; + } else { + let h = 2.0 * m * n * sqrt(d); + let s = sign(c3 + m2 * n2 + h) * pow(abs(c3 + m2 * n2 + h), 1.0 / 3.0); + let u = sign(c3 + m2 * n2 - h) * pow(abs(c3 + m2 * n2 - h), 1.0 / 3.0); + let rx = -s - u + m2 * 2.0; + let ry = (s - u) * sqrt(3.0); + co = (ry / sqrt(sqrt(rx * rx + ry * ry) - rx) + 2.0 * g / sqrt(rx * rx + ry * ry) - m) / 2.0; + } + let si = sqrt(max(0.0, 1.0 - co * co)); + return length(p_abs - vec2<f32>(ab.x * co, ab.y * si)) * sign(p_abs.y * ab.x * co - p_abs.x * ab.y * si); +} + +@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { + let uv = (p.xy / uniforms.resolution - 0.5) * 2.0; + let movement = vec2<f32>(sin(uniforms.time * 0.7), cos(uniforms.time * 0.5)); + let d = sdEllipse((uv * vec2<f32>(uniforms.aspect_ratio, 1.0)) - movement, vec2<f32>(0.5, 0.3) * (1.0 + uniforms.beat * 0.2)); + return mix(vec4<f32>(0.2, 0.8, 0.4, 1.0), vec4<f32>(0.0), smoothstep(0.0, 0.01, d)); +} |
