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authorskal <pascal.massimino@gmail.com>2026-01-28 22:17:08 +0100
committerskal <pascal.massimino@gmail.com>2026-01-28 22:17:08 +0100
commit84e484645ff70d3a63f11ae0d23727c65a8d5c71 (patch)
tree79f6d66c281b263775a55730077bf7de33a6bf36 /src/gpu
parentdb86bc803fb00c8efdfa0c532def3bdd4e60751c (diff)
remove shader.wgsl
Diffstat (limited to 'src/gpu')
-rw-r--r--src/gpu/gpu.cc2
-rw-r--r--src/gpu/shader.wgsl35
2 files changed, 1 insertions, 36 deletions
diff --git a/src/gpu/gpu.cc b/src/gpu/gpu.cc
index f374908..4d110e7 100644
--- a/src/gpu/gpu.cc
+++ b/src/gpu/gpu.cc
@@ -136,7 +136,7 @@ fn fs_main() -> @location(0) vec4<f32> {
// Dynamic color shifting based on time and responsiveness to peak
let h = uniforms.time * 2.0 + uniforms.audio_peak * 3.0;
let r = sin(h + 0.0) * 0.5 + 0.5;
- let g = sin(h + 2.0) * 0.5 + 0.5;
+ let g = sin(h + 2.0) * 0.9 + 0.3;
let b = sin(h + 4.0) * 0.5 + 0.5;
// Add brightness boost on peak
diff --git a/src/gpu/shader.wgsl b/src/gpu/shader.wgsl
deleted file mode 100644
index f481466..0000000
--- a/src/gpu/shader.wgsl
+++ /dev/null
@@ -1,35 +0,0 @@
-struct Uniforms {
- audio_peak : f32,
-};
-
-@group(0) @binding(0) var<uniform> uniforms : Uniforms;
-
-@vertex
-fn vs_main(@builtin(vertex_index) vertex_index: u32) -> @builtin(position) vec4<f32> {
- let num_sides = 7.0;
- let angle = f32(vertex_index) * 2.0 * PI / num_sides;
-
- // Base size and pulsating scale based on audio peak
- let base_scale = 0.5;
- let pulse_scale = 0.2 * uniforms.audio_peak;
- let scale = base_scale + pulse_scale;
-
- // Vertices for a heptagon (fan from center)
- if (vertex_index == 0) { return vec4<f32>(0.0, 0.0, 0.0, 1.0); } // Center
- else { // Subsequent points connect to the center and previous point
- let angle = f32(vertex_index) * 2.0 * PI / num_sides;
- let x = scale * cos(angle);
- let y = scale * sin(angle);
- return vec4<f32>(x, y, 0.0, 1.0);
- }
-}
-
-@fragment
-fn fs_main() -> @location(0) vec4<f32> {
- // Simple color, maybe with a hue shift based on audio peak
- let hue = uniforms.audio_peak * 0.5; // Adjust as needed for desired color range
- let r = sin(hue + 0.0) * 0.5 + 0.5;
- let g = sin(hue + 2.0) * 0.5 + 0.5;
- let b = sin(hue + 4.0) * 0.5 + 0.5;
- return vec4<f32>(r, g, b, 1.0);
-} \ No newline at end of file