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authorskal <pascal.massimino@gmail.com>2026-03-06 22:53:29 +0100
committerskal <pascal.massimino@gmail.com>2026-03-06 22:53:29 +0100
commit95802739b8ccaf9112fe4fe6e496ba7ae4158aae (patch)
treea9ddce18aa8dab14ee216c207d2699c34f7bef68 /src/shaders/render
parent65054e545d4748a04cd29dd1589740809a68c792 (diff)
feat(effects): add Scratch post-process effect with reusable scratch_lines snippet
- src/shaders/render/scratch_lines.wgsl: reusable WGSL snippet registered as "render/scratch_lines"; call scratch_lines(uv, resolution, time)->f32 from any effect. Uses hash_1f from math/noise; 8 lines/frame, ~24fps flicker. - src/effects/scratch.{wgsl,h,cc}: thin Scratch effect wrapping the snippet. - Applied to "intro" and "rotating_cube" sequences as the final step. - 35/35 tests passing. handoff(Gemini): Scratch effect added. render/scratch_lines snippet is reusable. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'src/shaders/render')
-rw-r--r--src/shaders/render/scratch_lines.wgsl35
1 files changed, 35 insertions, 0 deletions
diff --git a/src/shaders/render/scratch_lines.wgsl b/src/shaders/render/scratch_lines.wgsl
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+++ b/src/shaders/render/scratch_lines.wgsl
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+// Horizontal film scratch lines utility
+// Returns scratch intensity [0,1] to additively overlay on a color buffer.
+//
+// Parameters:
+// uv - normalized texture coordinates [0,1]
+// resolution - screen size in pixels (used for sub-pixel thickness)
+// time - physical time in seconds
+//
+// Simulates aged/damaged film: ~8 random horizontal lines per frame,
+// each with independent position, thickness, brightness and on/off state.
+// Time is quantized to 24 buckets/sec so scratches flicker like film frames.
+#include "math/noise"
+
+fn scratch_lines(uv: vec2f, resolution: vec2f, time: f32) -> f32 {
+ // Quantize to ~24fps to simulate film frame rate
+ let t = floor(time * 24.0);
+
+ var intensity = 0.0;
+ for (var i = 0; i < 8; i++) {
+ let seed = f32(i) * 17.3 + t;
+ // ~25% chance this scratch is visible this frame
+ let visible = step(0.75, hash_1f(seed + 3.1));
+ // Random vertical position [0, 1]
+ let y = hash_1f(seed + 7.9);
+ // Thickness in pixels [1, 4]
+ let thickness = hash_1f(seed + 13.5) * 3.0 + 1.0;
+ // Brightness [0.5, 1.0]
+ let brightness = hash_1f(seed + 21.7) * 0.5 + 0.5;
+ // Soft linear falloff from line center
+ let dy = abs(uv.y - y) * resolution.y;
+ let line = clamp(1.0 - dy / thickness, 0.0, 1.0);
+ intensity += line * brightness * visible;
+ }
+ return clamp(intensity, 0.0, 1.0);
+}