summaryrefslogtreecommitdiff
path: root/workspaces/test/shaders/ellipse.wgsl
diff options
context:
space:
mode:
authorskal <pascal.massimino@gmail.com>2026-02-09 18:51:54 +0100
committerskal <pascal.massimino@gmail.com>2026-02-09 18:51:54 +0100
commit7790472dabfa0ecd06f3408d847860ec6072866e (patch)
tree5bce7b119f42d131daf746ddc052da2da5ff0650 /workspaces/test/shaders/ellipse.wgsl
parent002ab9094f638c46d5db95d478e71c10933aceb2 (diff)
feat: Implement workspace system (Task #77)
Self-contained workspaces for parallel demo development. Structure: - workspaces/main,test - Demo-specific resources - assets/common - Shared resources - workspace.cfg - Configuration per workspace CMake integration: - DEMO_WORKSPACE option (defaults to main) - cmake/ParseWorkspace.cmake - Config parser - Workspace-relative asset/timeline/music paths Migration: - Main demo: demo.seq to workspaces/main/timeline.seq - Test demo: test_demo.seq to workspaces/test/timeline.seq - Common shaders: assets/common/shaders - Workspace shaders: workspaces/*/shaders Build: cmake -B build -DDEMO_WORKSPACE=main cmake -B build_test -DDEMO_WORKSPACE=test All tests passing (36/36). handoff(Claude): Task #77 workspace system complete. Both main and test workspaces build and pass all tests. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'workspaces/test/shaders/ellipse.wgsl')
-rw-r--r--workspaces/test/shaders/ellipse.wgsl51
1 files changed, 51 insertions, 0 deletions
diff --git a/workspaces/test/shaders/ellipse.wgsl b/workspaces/test/shaders/ellipse.wgsl
new file mode 100644
index 0000000..05dfcfc
--- /dev/null
+++ b/workspaces/test/shaders/ellipse.wgsl
@@ -0,0 +1,51 @@
+#include "common_uniforms"
+
+@group(0) @binding(0) var<uniform> uniforms: CommonUniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1.0, -1.0),
+ vec2<f32>(3.0, -1.0),
+ vec2<f32>(-1.0, 3.0)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 {
+ var p_abs = abs(p);
+ if (p_abs.x > p_abs.y) {
+ p_abs = vec2<f32>(p_abs.y, p_abs.x);
+ }
+ let l = ab.y * ab.y - ab.x * ab.x;
+ let m = ab.x * p_abs.x / l;
+ let n = ab.y * p_abs.y / l;
+ let m2 = m * m;
+ let n2 = n * n;
+ let c = (m2 + n2 - 1.0) / 3.0;
+ let c3 = c * c * c;
+ let d = c3 + m2 * n2;
+ let g = m + m * n2;
+ var co: f32;
+ if (d < 0.0) {
+ let h = acos((c3 + m2 * n2 * 2.0) / c3) / 3.0;
+ let s = cos(h);
+ let t = sin(h) * sqrt(3.0);
+ co = (sqrt(-c * (s + t * 2.0) + m2) + sign(l) * sqrt(-c * (s - t * 2.0) + m2) + abs(g) / (sqrt(-c * (s + t * 2.0) + m2) * sqrt(-c * (s - t * 2.0) + m2)) - m) / 2.0;
+ } else {
+ let h = 2.0 * m * n * sqrt(d);
+ let s = sign(c3 + m2 * n2 + h) * pow(abs(c3 + m2 * n2 + h), 1.0 / 3.0);
+ let u = sign(c3 + m2 * n2 - h) * pow(abs(c3 + m2 * n2 - h), 1.0 / 3.0);
+ let rx = -s - u + m2 * 2.0;
+ let ry = (s - u) * sqrt(3.0);
+ co = (ry / sqrt(sqrt(rx * rx + ry * ry) - rx) + 2.0 * g / sqrt(rx * rx + ry * ry) - m) / 2.0;
+ }
+ let si = sqrt(max(0.0, 1.0 - co * co));
+ return length(p_abs - vec2<f32>(ab.x * co, ab.y * si)) * sign(p_abs.y * ab.x * co - p_abs.x * ab.y * si);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = (p.xy / uniforms.resolution - 0.5) * 2.0;
+ let movement = vec2<f32>(sin(uniforms.time * 0.7), cos(uniforms.time * 0.5));
+ let d = sdEllipse((uv * vec2<f32>(uniforms.aspect_ratio, 1.0)) - movement, vec2<f32>(0.5, 0.3) * (1.0 + uniforms.beat * 0.2));
+ return mix(vec4<f32>(0.2, 0.8, 0.4, 1.0), vec4<f32>(0.0), smoothstep(0.0, 0.01, d));
+}