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-rw-r--r--assets/demo.seq33
-rw-r--r--assets/final/shaders/particle_render.wgsl19
-rw-r--r--src/generated/assets_data.cc190
-rw-r--r--src/generated/timeline.cc33
-rw-r--r--src/gpu/gpu.cc18
5 files changed, 187 insertions, 106 deletions
diff --git a/assets/demo.seq b/assets/demo.seq
index b30dd68..79872d3 100644
--- a/assets/demo.seq
+++ b/assets/demo.seq
@@ -33,8 +33,9 @@ SEQUENCE 4b 0
EFFECT + FlashEffect 0.0 0.2 # Priority 0 (was 4, now contiguous)
SEQUENCE 6b 1
- EFFECT + ParticlesEffect 0 4 # Priority 0
- EFFECT = GaussianBlurEffect 0 8 # Priority 0 (same layer)
+ EFFECT + ParticleSprayEffect 0 4 # Priority 0 (spray particles)
+ EFFECT + ParticlesEffect 0 4 # Priority 1
+ EFFECT = GaussianBlurEffect 0 8 # Priority 1 (same layer)
SEQUENCE 7b 0
EFFECT + HeptagonEffect 0.0 .2 # Priority 0
@@ -52,7 +53,8 @@ SEQUENCE 8b 3
SEQUENCE 12b 2
EFFECT - FlashCubeEffect .2 3 # Priority -1 (background)
EFFECT + HeptagonEffect 0 4 # Priority 0
- EFFECT + ParticlesEffect 0 4 # Priority 1
+ EFFECT + ParticleSprayEffect 0 4 # Priority 1 (spray particles)
+ EFFECT + ParticlesEffect 0 4 # Priority 2
SEQUENCE 15b 2
EFFECT - FlashCubeEffect .2 3 # Priority -1 (background)
@@ -67,18 +69,20 @@ SEQUENCE 16b 10
SEQUENCE 17b 2
EFFECT + ThemeModulationEffect 0 4 # Priority 0
EFFECT + HeptagonEffect 0.2 2.0 # Priority 1
- EFFECT = ParticlesEffect 0 4 # Priority 1 (same layer)
- EFFECT + Hybrid3DEffect 0 4 # Priority 2
- EFFECT + GaussianBlurEffect 0 8 # Priority 3
- EFFECT + ChromaAberrationEffect 0 6 # Priority 4
+ EFFECT + ParticleSprayEffect 0 4 # Priority 2 (spray particles)
+ EFFECT = ParticlesEffect 0 4 # Priority 2 (same layer)
+ EFFECT + Hybrid3DEffect 0 4 # Priority 3
+ EFFECT + GaussianBlurEffect 0 8 # Priority 4
+ EFFECT + ChromaAberrationEffect 0 6 # Priority 5
SEQUENCE 24b 1
EFFECT + ThemeModulationEffect 0 8 # Priority 0
EFFECT + HeptagonEffect 0.2 2.0 # Priority 1
- EFFECT + Hybrid3DEffect 0 20 # Priority 2
- EFFECT + GaussianBlurEffect 0 8 # Priority 3
- EFFECT + ChromaAberrationEffect 0 10 # Priority 4
- EFFECT + SolarizeEffect 0 10 # Priority 5
+ EFFECT + ParticleSprayEffect 0 8 # Priority 2 (spray particles - longer duration)
+ EFFECT + Hybrid3DEffect 0 20 # Priority 3
+ EFFECT + GaussianBlurEffect 0 8 # Priority 4
+ EFFECT + ChromaAberrationEffect 0 10 # Priority 5
+ EFFECT + SolarizeEffect 0 10 # Priority 6
SEQUENCE 32b 0
EFFECT + ThemeModulationEffect 0 4 # Priority 0
@@ -96,9 +100,10 @@ SEQUENCE 56b 0
EFFECT + ThemeModulationEffect 0 8 # Priority 0
EFFECT = HeptagonEffect 0.2 2.0 # Priority 0 (same layer)
EFFECT + Hybrid3DEffect 0 4 # Priority 1
- EFFECT + HeptagonEffect 0 16 # Priority 2
- EFFECT + ChromaAberrationEffect 0 16 # Priority 3
- EFFECT + GaussianBlurEffect 0 8 # Priority 4
+ EFFECT + ParticleSprayEffect 0 8 # Priority 2 (spray particles)
+ EFFECT + HeptagonEffect 0 16 # Priority 3
+ EFFECT + ChromaAberrationEffect 0 16 # Priority 4
+ EFFECT + GaussianBlurEffect 0 8 # Priority 5
SEQUENCE 62b 0
EFFECT + ThemeModulationEffect 0 3 # Priority 0
diff --git a/assets/final/shaders/particle_render.wgsl b/assets/final/shaders/particle_render.wgsl
index 6f115ec..6a955f0 100644
--- a/assets/final/shaders/particle_render.wgsl
+++ b/assets/final/shaders/particle_render.wgsl
@@ -18,6 +18,7 @@ struct Uniforms {
struct VSOut {
@builtin(position) pos: vec4<f32>,
@location(0) color: vec4<f32>,
+ @location(1) uv: vec2<f32>,
};
@vertex fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut {
@@ -36,9 +37,21 @@ struct VSOut {
let s = sin(p.rot.x);
let rotated_offset = vec2<f32>(offset.x * c - offset.y * s, offset.x * s + offset.y * c);
let pos = vec2<f32>(p.pos.x + rotated_offset.x * size / uniforms.aspect_ratio, p.pos.y + rotated_offset.y * size);
- return VSOut(vec4<f32>(pos, 0.0, 1.0), p.color * (0.5 + 0.5 * uniforms.audio_peak));
+
+ // Fade based on lifetime (p.pos.w goes from 1.0 to 0.0)
+ let lifetime_fade = p.pos.w;
+ let color_with_fade = vec4<f32>(p.color.rgb * (0.5 + 0.5 * uniforms.audio_peak), p.color.a * lifetime_fade);
+
+ return VSOut(vec4<f32>(pos, 0.0, 1.0), color_with_fade, offset);
}
-@fragment fn fs_main(@location(0) color: vec4<f32>) -> @location(0) vec4<f32> {
- return color;
+@fragment fn fs_main(@location(0) color: vec4<f32>, @location(1) uv: vec2<f32>) -> @location(0) vec4<f32> {
+ // Calculate distance from center for circular shape
+ let dist = length(uv);
+
+ // Smooth circular falloff (1.0 at center, 0.0 at edge)
+ let circle_alpha = smoothstep(1.0, 0.5, dist);
+
+ // Apply circular fade to alpha channel
+ return vec4<f32>(color.rgb, color.a * circle_alpha);
}
diff --git a/src/generated/assets_data.cc b/src/generated/assets_data.cc
index 3498e18..1ad54a9 100644
--- a/src/generated/assets_data.cc
+++ b/src/generated/assets_data.cc
@@ -370328,7 +370328,7 @@ alignas(16) static const uint8_t ASSET_DATA_SHADER_PARTICLE_COMPUTE[] = {
0x20, 0x20, 0x20, 0x70, 0x61, 0x72, 0x74, 0x69, 0x63, 0x6c, 0x65, 0x73,
0x5b, 0x69, 0x5d, 0x20, 0x3d, 0x20, 0x70, 0x3b, 0x0a, 0x7d, 0x0a, 0x00
};
-const size_t ASSET_SIZE_SHADER_PARTICLE_RENDER = 1296;
+const size_t ASSET_SIZE_SHADER_PARTICLE_RENDER = 1825;
alignas(16) static const uint8_t ASSET_DATA_SHADER_PARTICLE_RENDER[] = {
0x73, 0x74, 0x72, 0x75, 0x63, 0x74, 0x20, 0x50, 0x61, 0x72, 0x74, 0x69,
0x63, 0x6c, 0x65, 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x70, 0x6f,
@@ -370364,81 +370364,125 @@ alignas(16) static const uint8_t ASSET_DATA_SHADER_PARTICLE_RENDER[] = {
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+ 0x0a, 0x00
};
const size_t ASSET_SIZE_SHADER_PASSTHROUGH = 665;
alignas(16) static const uint8_t ASSET_DATA_SHADER_PASSTHROUGH[] = {
diff --git a/src/generated/timeline.cc b/src/generated/timeline.cc
index 0b69b09..cd03b77 100644
--- a/src/generated/timeline.cc
+++ b/src/generated/timeline.cc
@@ -48,9 +48,10 @@ void LoadTimeline(MainSequence& main_seq, WGPUDevice device, WGPUQueue queue, WG
seq->add_effect(std::make_shared<ThemeModulationEffect>(device, queue, format), 0.000000f, 4.000000f, 0);
seq->add_effect(std::make_shared<HeptagonEffect>(device, queue, format), 0.2f, 2.0f, 0);
seq->add_effect(std::make_shared<Hybrid3DEffect>(device, queue, format), 0.000000f, 2.000000f, 1);
- seq->add_effect(std::make_shared<HeptagonEffect>(device, queue, format), 0.000000f, 8.000000f, 2);
- seq->add_effect(std::make_shared<ChromaAberrationEffect>(device, queue, format), 0.000000f, 8.000000f, 3);
- seq->add_effect(std::make_shared<GaussianBlurEffect>(device, queue, format), 0.000000f, 4.000000f, 4);
+ seq->add_effect(std::make_shared<ParticleSprayEffect>(device, queue, format), 0.000000f, 4.000000f, 2);
+ seq->add_effect(std::make_shared<HeptagonEffect>(device, queue, format), 0.000000f, 8.000000f, 3);
+ seq->add_effect(std::make_shared<ChromaAberrationEffect>(device, queue, format), 0.000000f, 8.000000f, 4);
+ seq->add_effect(std::make_shared<GaussianBlurEffect>(device, queue, format), 0.000000f, 4.000000f, 5);
main_seq.add_sequence(seq, 28.000000f, 0);
}
{
@@ -61,25 +62,28 @@ void LoadTimeline(MainSequence& main_seq, WGPUDevice device, WGPUQueue queue, WG
}
{
auto seq = std::make_shared<Sequence>();
- seq->add_effect(std::make_shared<ParticlesEffect>(device, queue, format), 0.000000f, 2.000000f, 0);
- seq->add_effect(std::make_shared<GaussianBlurEffect>(device, queue, format), 0.000000f, 4.000000f, 0);
+ seq->add_effect(std::make_shared<ParticleSprayEffect>(device, queue, format), 0.000000f, 2.000000f, 0);
+ seq->add_effect(std::make_shared<ParticlesEffect>(device, queue, format), 0.000000f, 2.000000f, 1);
+ seq->add_effect(std::make_shared<GaussianBlurEffect>(device, queue, format), 0.000000f, 4.000000f, 1);
main_seq.add_sequence(seq, 3.000000f, 1);
}
{
auto seq = std::make_shared<Sequence>();
seq->add_effect(std::make_shared<ThemeModulationEffect>(device, queue, format), 0.000000f, 4.000000f, 0);
seq->add_effect(std::make_shared<HeptagonEffect>(device, queue, format), 0.2f, 2.0f, 1);
- seq->add_effect(std::make_shared<Hybrid3DEffect>(device, queue, format), 0.000000f, 10.000000f, 2);
- seq->add_effect(std::make_shared<GaussianBlurEffect>(device, queue, format), 0.000000f, 4.000000f, 3);
- seq->add_effect(std::make_shared<ChromaAberrationEffect>(device, queue, format), 0.000000f, 5.000000f, 4);
- seq->add_effect(std::make_shared<SolarizeEffect>(device, queue, format), 0.000000f, 5.000000f, 5);
+ seq->add_effect(std::make_shared<ParticleSprayEffect>(device, queue, format), 0.000000f, 4.000000f, 2);
+ seq->add_effect(std::make_shared<Hybrid3DEffect>(device, queue, format), 0.000000f, 10.000000f, 3);
+ seq->add_effect(std::make_shared<GaussianBlurEffect>(device, queue, format), 0.000000f, 4.000000f, 4);
+ seq->add_effect(std::make_shared<ChromaAberrationEffect>(device, queue, format), 0.000000f, 5.000000f, 5);
+ seq->add_effect(std::make_shared<SolarizeEffect>(device, queue, format), 0.000000f, 5.000000f, 6);
main_seq.add_sequence(seq, 12.000000f, 1);
}
{
auto seq = std::make_shared<Sequence>();
seq->add_effect(std::make_shared<FlashCubeEffect>(device, queue, format), .2f, 1.500000f, -1);
seq->add_effect(std::make_shared<HeptagonEffect>(device, queue, format), 0.000000f, 2.000000f, 0);
- seq->add_effect(std::make_shared<ParticlesEffect>(device, queue, format), 0.000000f, 2.000000f, 1);
+ seq->add_effect(std::make_shared<ParticleSprayEffect>(device, queue, format), 0.000000f, 2.000000f, 1);
+ seq->add_effect(std::make_shared<ParticlesEffect>(device, queue, format), 0.000000f, 2.000000f, 2);
main_seq.add_sequence(seq, 6.000000f, 2);
}
{
@@ -92,10 +96,11 @@ void LoadTimeline(MainSequence& main_seq, WGPUDevice device, WGPUQueue queue, WG
auto seq = std::make_shared<Sequence>();
seq->add_effect(std::make_shared<ThemeModulationEffect>(device, queue, format), 0.000000f, 2.000000f, 0);
seq->add_effect(std::make_shared<HeptagonEffect>(device, queue, format), 0.2f, 2.0f, 1);
- seq->add_effect(std::make_shared<ParticlesEffect>(device, queue, format), 0.000000f, 2.000000f, 1);
- seq->add_effect(std::make_shared<Hybrid3DEffect>(device, queue, format), 0.000000f, 2.000000f, 2);
- seq->add_effect(std::make_shared<GaussianBlurEffect>(device, queue, format), 0.000000f, 4.000000f, 3);
- seq->add_effect(std::make_shared<ChromaAberrationEffect>(device, queue, format), 0.000000f, 3.000000f, 4);
+ seq->add_effect(std::make_shared<ParticleSprayEffect>(device, queue, format), 0.000000f, 2.000000f, 2);
+ seq->add_effect(std::make_shared<ParticlesEffect>(device, queue, format), 0.000000f, 2.000000f, 2);
+ seq->add_effect(std::make_shared<Hybrid3DEffect>(device, queue, format), 0.000000f, 2.000000f, 3);
+ seq->add_effect(std::make_shared<GaussianBlurEffect>(device, queue, format), 0.000000f, 4.000000f, 4);
+ seq->add_effect(std::make_shared<ChromaAberrationEffect>(device, queue, format), 0.000000f, 3.000000f, 5);
main_seq.add_sequence(seq, 8.500000f, 2);
}
{
diff --git a/src/gpu/gpu.cc b/src/gpu/gpu.cc
index 1f71711..1d661c7 100644
--- a/src/gpu/gpu.cc
+++ b/src/gpu/gpu.cc
@@ -105,9 +105,23 @@ RenderPass gpu_create_render_pass(WGPUDevice device, WGPUTextureFormat format,
WGPUColorTargetState color_target = {};
color_target.format = format; // Use passed format
color_target.writeMask = WGPUColorWriteMask_All;
- color_target.blend = nullptr;
- // Add additive blending for particles
+ // Enable alpha blending for transparent effects (particles)
+ // Check if shader contains "particle" to enable blending
+ WGPUBlendState blend_state = {};
+ blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha;
+ blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
+ blend_state.color.operation = WGPUBlendOperation_Add;
+ blend_state.alpha.srcFactor = WGPUBlendFactor_One;
+ blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
+ blend_state.alpha.operation = WGPUBlendOperation_Add;
+
+ // Enable blending for particle shaders
+ if (strstr(shader_code, "particle") != nullptr) {
+ color_target.blend = &blend_state;
+ } else {
+ color_target.blend = nullptr;
+ }
WGPUFragmentState fragment_state = {};
fragment_state.module = shader_module;