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authorskal <pascal.massimino@gmail.com>2026-02-16 16:21:45 +0100
committerskal <pascal.massimino@gmail.com>2026-02-16 16:21:45 +0100
commitfaea2bebb6d04806018f0f60634d9989832b9a38 (patch)
treed334afc78aa403857d71baffafb15db4c9375fcc /workspaces/main/shaders/flash.wgsl
parenta3583f4c704bb14e02f49cade6996e215d0ee6b4 (diff)
fix: add missing SHADER_FLASH asset to main workspace
FlashEffect requires flash.wgsl shader in main workspace. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'workspaces/main/shaders/flash.wgsl')
-rw-r--r--workspaces/main/shaders/flash.wgsl27
1 files changed, 27 insertions, 0 deletions
diff --git a/workspaces/main/shaders/flash.wgsl b/workspaces/main/shaders/flash.wgsl
new file mode 100644
index 0000000..8f8c64c
--- /dev/null
+++ b/workspaces/main/shaders/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: vec4<f32>,
+ @location(0) uv: vec2<f32>,
+};
+
+@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 = vec4<f32>(x * 2.0 - 1.0, 1.0 - y * 2.0, 0.0, 1.0);
+ out.uv = vec2<f32>(x, y);
+ return out;
+}
+
+@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
+ // 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 vec4<f32>(final_intensity, final_intensity, final_intensity, 1.0);
+}