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| author | skal <pascal.massimino@gmail.com> | 2026-02-04 22:08:56 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-04 22:08:56 +0100 |
| commit | dd9d3013d260f27f86b268c203a290f91431d8e5 (patch) | |
| tree | 7ca8bb5e4c2eb2bff3736992e899e6ce676c6234 /assets/final/shaders/solarize.wgsl | |
| parent | 91933ce05ba157dc549d52ed6c00c71c457fca05 (diff) | |
feat: Optional sequence end times and comprehensive effect documentation
This milestone implements several key enhancements to the sequencing system
and developer documentation:
## Optional Sequence End Times (New Feature)
- Added support for explicit sequence termination via [time] syntax
- Example: SEQUENCE 0 0 [30.0] forcefully ends all effects at 30 seconds
- Updated seq_compiler.cc to parse optional [time] parameter with brackets
- Added end_time_ field to Sequence class (default -1.0 = no explicit end)
- Modified update_active_list() to check sequence end time and deactivate
all effects when reached
- Fully backward compatible - existing sequences work unchanged
## Comprehensive Effect Documentation (demo.seq)
- Documented all effect constructor parameters (standard: device, queue, format)
- Added runtime parameter documentation (time, beat, intensity, aspect_ratio)
- Created detailed effect catalog with specific behaviors:
* Scene effects: HeptagonEffect, ParticlesEffect, Hybrid3DEffect, FlashCubeEffect
* Post-process effects: GaussianBlurEffect, SolarizeEffect, ChromaAberrationEffect,
ThemeModulationEffect, FadeEffect, FlashEffect
- Added examples section showing common usage patterns
- Documented exact parameter behaviors (e.g., blur pulsates 0.5x-2.5x,
flash triggers at intensity > 0.7, theme cycles every 8 seconds)
## Code Quality & Verification
- Audited all hardcoded 1280x720 dimensions throughout codebase
- Verified all shaders use uniforms.resolution and uniforms.aspect_ratio
- Confirmed Effect::resize() properly updates width_/height_ members
- No issues found - dimension handling is fully dynamic and robust
## Files Changed
- tools/seq_compiler.cc: Parse [end_time], generate set_end_time() calls
- src/gpu/effect.h: Added end_time_, set_end_time(), get_end_time()
- src/gpu/effect.cc: Check sequence end time in update_active_list()
- assets/demo.seq: Comprehensive syntax and effect documentation
- Generated files updated (timeline.cc, assets_data.cc, music_data.cc)
This work establishes a more flexible sequencing system and provides
developers with clear documentation for authoring demo timelines.
handoff(Claude): Optional sequence end times implemented, effect documentation
complete, dimension handling verified. Ready for next phase of development.
Diffstat (limited to 'assets/final/shaders/solarize.wgsl')
| -rw-r--r-- | assets/final/shaders/solarize.wgsl | 40 |
1 files changed, 31 insertions, 9 deletions
diff --git a/assets/final/shaders/solarize.wgsl b/assets/final/shaders/solarize.wgsl index 9bd0212..fcb9d80 100644 --- a/assets/final/shaders/solarize.wgsl +++ b/assets/final/shaders/solarize.wgsl @@ -23,15 +23,37 @@ struct Uniforms { @fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { let uv = p.xy / uniforms.resolution; var col = textureSample(txt, smplr, uv); - let thr = 0.5 + 0.3 * sin(uniforms.time); - if (col.r < thr) { - col.r = 1.0 - col.r; - } - if (col.g < thr) { - col.g = 1.0 - col.g; - } - if (col.b < thr) { - col.b = 1.0 - col.b; + + // Patterns are 2 seconds long (120 BPM, 4 beats) + let pattern_num = u32(uniforms.time / 2.0); + let is_even_pattern = (pattern_num % 2u) == 0u; + + // Reduced threshold range for subtler effect + let thr = 0.4 + 0.15 * sin(uniforms.time); + let solarize_strength = 0.4; // Reduced from 1.0 for less saturation + + if (is_even_pattern) { + // Even patterns: Subtle red-orange tint + if (col.r < thr) { + col.r = mix(col.r, 1.0 - col.r, solarize_strength); + } + if (col.g < thr) { + col.g = mix(col.g, 1.0 - col.g * 0.7, solarize_strength * 0.7); + } + if (col.b < thr) { + col.b = mix(col.b, col.b * 0.5, solarize_strength); + } + } else { + // Odd patterns: Subtle blue-cyan tint + if (col.r < thr) { + col.r = mix(col.r, col.r * 0.6, solarize_strength); + } + if (col.g < thr) { + col.g = mix(col.g, 1.0 - col.g * 0.8, solarize_strength * 0.8); + } + if (col.b < thr) { + col.b = mix(col.b, 1.0 - col.b, solarize_strength); + } } return col; } |
