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| author | skal <pascal.massimino@gmail.com> | 2026-02-06 17:27:57 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-06 17:27:57 +0100 |
| commit | 2036b60992bcd28d585d237fd0f57243f7675e5f (patch) | |
| tree | 4ad7d5e98f3f96f76b03c54065f0dcf24d75787b /assets/final | |
| parent | 83b6c2aa92ee8aaff5a53901968bf6978664a342 (diff) | |
feat(particles): Implement transparent circular particles with alpha blending (Task #53)
## Visual Improvements
- Particles now render as smooth fading circles instead of squares
- Added UV coordinates to vertex shader output
- Fragment shader applies circular falloff (smoothstep 1.0 to 0.5)
- Lifetime-based fade: alpha multiplied by particle.pos.w (1.0 → 0.0)
## Pipeline Changes
- Enabled alpha blending for particle shaders (auto-detected via strstr)
- Blend mode: SrcAlpha + OneMinusSrcAlpha (standard alpha blending)
- Alpha channel: One + OneMinusSrcAlpha for proper compositing
## Demo Integration
- Added 5 ParticleSprayEffect instances at key moments (6b, 12b, 17b, 24b, 56b)
- Increased particle presence throughout demo
- Particles now more visually impactful with transparency
## Files Modified
- assets/final/shaders/particle_render.wgsl: Circular fade logic
- src/gpu/gpu.cc: Auto-enable blending for particle shaders
- assets/demo.seq: Added ParticleSprayEffect at multiple sequences
## Testing
- All 23 tests pass (100%)
- Verified with demo64k visual inspection
Diffstat (limited to 'assets/final')
| -rw-r--r-- | assets/final/shaders/particle_render.wgsl | 19 |
1 files changed, 16 insertions, 3 deletions
diff --git a/assets/final/shaders/particle_render.wgsl b/assets/final/shaders/particle_render.wgsl index 6f115ec..6a955f0 100644 --- a/assets/final/shaders/particle_render.wgsl +++ b/assets/final/shaders/particle_render.wgsl @@ -18,6 +18,7 @@ struct Uniforms { struct VSOut { @builtin(position) pos: vec4<f32>, @location(0) color: vec4<f32>, + @location(1) uv: vec2<f32>, }; @vertex fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut { @@ -36,9 +37,21 @@ struct VSOut { let s = sin(p.rot.x); let rotated_offset = vec2<f32>(offset.x * c - offset.y * s, offset.x * s + offset.y * c); let pos = vec2<f32>(p.pos.x + rotated_offset.x * size / uniforms.aspect_ratio, p.pos.y + rotated_offset.y * size); - return VSOut(vec4<f32>(pos, 0.0, 1.0), p.color * (0.5 + 0.5 * uniforms.audio_peak)); + + // Fade based on lifetime (p.pos.w goes from 1.0 to 0.0) + let lifetime_fade = p.pos.w; + let color_with_fade = vec4<f32>(p.color.rgb * (0.5 + 0.5 * uniforms.audio_peak), p.color.a * lifetime_fade); + + return VSOut(vec4<f32>(pos, 0.0, 1.0), color_with_fade, offset); } -@fragment fn fs_main(@location(0) color: vec4<f32>) -> @location(0) vec4<f32> { - return color; +@fragment fn fs_main(@location(0) color: vec4<f32>, @location(1) uv: vec2<f32>) -> @location(0) vec4<f32> { + // Calculate distance from center for circular shape + let dist = length(uv); + + // Smooth circular falloff (1.0 at center, 0.0 at edge) + let circle_alpha = smoothstep(1.0, 0.5, dist); + + // Apply circular fade to alpha channel + return vec4<f32>(color.rgb, color.a * circle_alpha); } |
