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authorskal <pascal.massimino@gmail.com>2026-02-12 00:33:58 +0100
committerskal <pascal.massimino@gmail.com>2026-02-12 00:33:58 +0100
commit641b5b692ddfce30cc1bcebe742b38e0bba39ce8 (patch)
tree1249d50ef4c3d84b11f9c2edbc6fa5b8025626fd /assets/final/shaders
parent89c46872127aaede53362f64cdc3fe9b3164650b (diff)
fix: update shader files to use beat_phase instead of beat
- Fixed particle_spray_compute.wgsl (uniforms.beat → uniforms.beat_phase) - Fixed ellipse.wgsl (uniforms.beat → uniforms.beat_phase) - Applied to all workspace and asset directories Resolves shader compilation error on demo64k startup. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'assets/final/shaders')
-rw-r--r--assets/final/shaders/ellipse.wgsl2
-rw-r--r--assets/final/shaders/particle_spray_compute.wgsl2
2 files changed, 2 insertions, 2 deletions
diff --git a/assets/final/shaders/ellipse.wgsl b/assets/final/shaders/ellipse.wgsl
index 05dfcfc..69b2712 100644
--- a/assets/final/shaders/ellipse.wgsl
+++ b/assets/final/shaders/ellipse.wgsl
@@ -46,6 +46,6 @@ fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 {
@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));
+ let d = sdEllipse((uv * vec2<f32>(uniforms.aspect_ratio, 1.0)) - movement, vec2<f32>(0.5, 0.3) * (1.0 + uniforms.beat_phase * 0.2));
return mix(vec4<f32>(0.2, 0.8, 0.4, 1.0), vec4<f32>(0.0), smoothstep(0.0, 0.01, d));
}
diff --git a/assets/final/shaders/particle_spray_compute.wgsl b/assets/final/shaders/particle_spray_compute.wgsl
index a4041f2..4b6e48f 100644
--- a/assets/final/shaders/particle_spray_compute.wgsl
+++ b/assets/final/shaders/particle_spray_compute.wgsl
@@ -29,7 +29,7 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
p.color = vec4<f32>(hash(r + 0.1), hash(r + 0.2), 1.0, 1.0);
}
let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
- p.pos = vec4<f32>(new_pos, p.pos.w - 0.01 * (1.0 + uniforms.beat));
+ p.pos = vec4<f32>(new_pos, p.pos.w - 0.01 * (1.0 + uniforms.beat_phase));
p.vel.y = p.vel.y - 0.01;
particles[i] = p;
}