diff options
| author | skal <pascal.massimino@gmail.com> | 2026-03-10 09:33:41 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-03-10 09:33:41 +0100 |
| commit | 7ca40818e3d0401f97efae6fe876038df4f5bd00 (patch) | |
| tree | 455d124beba7b08ffbb482bff49963ad5cdbdcbd /src/effects | |
| parent | ef205b6eda78f1dcf65aa696dedf1f8c0707ff30 (diff) | |
rotating_cube: use VSOut, and store to yiq
Diffstat (limited to 'src/effects')
| -rw-r--r-- | src/effects/ntsc.wgsl | 2 | ||||
| -rw-r--r-- | src/effects/rotating_cube.wgsl | 11 |
2 files changed, 9 insertions, 4 deletions
diff --git a/src/effects/ntsc.wgsl b/src/effects/ntsc.wgsl index e0182f3..3ee02bc 100644 --- a/src/effects/ntsc.wgsl +++ b/src/effects/ntsc.wgsl @@ -140,7 +140,7 @@ fn randomized_f32(p: vec2f, t: f32) -> f32 { var col = yiqa_to_rgba(signal); // Slight NTSC warm tint (boost red/green, attenuate blue) col *= vec4f(1.04, 1.01, .94, 1.); -// col = Dither(col, uv, XSIZE, YSIZE); +// col = dither_c64(col, uv, XSIZE, YSIZE); let border_col = get_border_c64(uv, uniforms.beat_time, YSIZE); diff --git a/src/effects/rotating_cube.wgsl b/src/effects/rotating_cube.wgsl index 0c75a13..abd584c 100644 --- a/src/effects/rotating_cube.wgsl +++ b/src/effects/rotating_cube.wgsl @@ -1,4 +1,8 @@ // Rotating cube shader v2 (simplified, no masking) +// output to YIQ color space + +#include "math/color" +#include "math/color_c64" struct Uniforms { view_proj: mat4x4f, @@ -76,8 +80,9 @@ fn get_cube_normal(vid: u32) -> vec3f { return VSOut(clip_pos, world_pos.xyz, world_normal); } -@fragment fn fs_main(@location(0) world_pos: vec3f, @location(1) normal: vec3f) -> @location(0) vec4f { - let N = normalize(normal); +@fragment fn fs_main(in: VSOut) -> @location(0) vec4f { + let screen_uv = in.pos.xy / uniforms.resolution; + let N = in.normal; // not re-normalized: cube faces are flat, no drift let light_dir = normalize(vec3f(1.0, 1.0, 1.0)); let diffuse = max(dot(N, light_dir), 0.0); @@ -85,5 +90,5 @@ fn get_cube_normal(vid: u32) -> vec3f { let lighting = ambient + diffuse * 0.7; let color = object.color.rgb * lighting; - return vec4f(color, 1.0); + return rgba_to_luma_chroma_phase(vec4f(color, 1.0), screen_uv.y, 264.); } |
