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authorskal <pascal.massimino@gmail.com>2026-02-28 11:50:13 +0100
committerskal <pascal.massimino@gmail.com>2026-02-28 11:50:13 +0100
commitb9c2a0394343ff3586880d118b7d549b3e748cad (patch)
treebfc437f805c6b7344951107df8c7cd69a7ec421f /src/effects/flash.wgsl
parent21d8a0b86ceda19812e9869a72e49c56c90ae3da (diff)
refactor(effects): co-locate effect WGSL shaders with their .h/.cc in src/effects/
Move 13 effect-specific shaders from workspaces/main/shaders/ to src/effects/ so each effect's .h, .cc, and .wgsl are together. Update assets.txt paths in both main and test workspaces. Update EFFECT_WORKFLOW.md to reflect new location. Shared/reusable snippets remain in src/shaders/. handoff(Gemini): shaders moved; src/effects/ now has .h, .cc, and .wgsl per effect. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'src/effects/flash.wgsl')
-rw-r--r--src/effects/flash.wgsl27
1 files changed, 27 insertions, 0 deletions
diff --git a/src/effects/flash.wgsl b/src/effects/flash.wgsl
new file mode 100644
index 0000000..379086e
--- /dev/null
+++ b/src/effects/flash.wgsl
@@ -0,0 +1,27 @@
+// Flash shader for visual sync testing
+// Pulses white on beat
+#include "sequence_uniforms"
+
+@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams;
+
+struct VertexOutput {
+ @builtin(position) position: vec4f,
+ @location(0) uv: vec2f,
+};
+
+@vertex fn vs_main(@builtin(vertex_index) vid: u32) -> VertexOutput {
+ var out: VertexOutput;
+ let x = f32((vid & 1u) << 1u);
+ let y = f32((vid & 2u));
+ out.position = vec4f(x * 2.0 - 1.0, 1.0 - y * 2.0, 0.0, 1.0);
+ out.uv = vec2f(x, y);
+ return out;
+}
+
+@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f {
+ // Strong flash on beat, fades quickly
+ let intensity = pow(1.0 - uniforms.beat_phase, 4.0);
+ // Add audio intensity for extra punch
+ let final_intensity = intensity * (1.0 + uniforms.audio_intensity * 0.5);
+ return vec4f(final_intensity, final_intensity, final_intensity, 1.0);
+}