diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-28 09:08:57 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-28 09:08:57 +0100 |
| commit | 9ee410594a52cbc699b13de2bde4860d70c959a3 (patch) | |
| tree | d56adf5931d488abcf3ac8e24a828d2d5b02e8cc /src/shaders/heptagon.wgsl | |
| parent | 6599a428cd69be6c66c5179e1f0fce42f561f935 (diff) | |
refactor: move common/shaders/ to src/shaders/
Relocates shared WGSL shaders under src/ where all source code lives,
eliminating the top-level common/ directory.
- Update asset references in workspaces/main/assets.txt and workspaces/test/assets.txt
- Update docs: PROJECT_CONTEXT.md, ARCHITECTURE.md, WORKSPACE_SYSTEM.md, SHADER_REUSE_INVESTIGATION.md
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'src/shaders/heptagon.wgsl')
| -rw-r--r-- | src/shaders/heptagon.wgsl | 33 |
1 files changed, 33 insertions, 0 deletions
diff --git a/src/shaders/heptagon.wgsl b/src/shaders/heptagon.wgsl new file mode 100644 index 0000000..a8a450f --- /dev/null +++ b/src/shaders/heptagon.wgsl @@ -0,0 +1,33 @@ +// Heptagon shader for Sequence v2 +#include "sequence_uniforms" +#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main + +// Standard v2 post-process layout (bindings 0,1 unused for scene effects) +@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams; + +fn sdf_heptagon(p: vec2f, r: f32) -> f32 { + let an = 3.141593 / 7.0; // PI/7 for heptagon + let acs = vec2f(cos(an), sin(an)); + let bn = (atan2(p.x, p.y) % (2.0 * an)) - an; + let q = length(p) * vec2f(cos(bn), abs(sin(bn))); + return length(q - r * acs) * sign(q.x - r * acs.x); +} + +@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f { + let aspect = uniforms.aspect_ratio; + let uv = (in.uv * 2.0 - 1.0) * vec2f(aspect, 1.0); + + let rotation = uniforms.beat_time * 0.5; + let c = cos(rotation); + let s = sin(rotation); + let rot_uv = vec2f( + uv.x * c - uv.y * s, + uv.x * s + uv.y * c + ); + + let dist = sdf_heptagon(rot_uv, 0.3); + let color = mix(vec3f(0.2, 0.4, 0.8), vec3f(1.0, 0.8, 0.2), + smoothstep(0.01, -0.01, dist)); + + return vec4f(color, 1.0); +} |
