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-rw-r--r--assets/final/shaders/chroma_aberration.wgsl20
1 files changed, 11 insertions, 9 deletions
diff --git a/assets/final/shaders/chroma_aberration.wgsl b/assets/final/shaders/chroma_aberration.wgsl
index f1a3034..ca1e17d 100644
--- a/assets/final/shaders/chroma_aberration.wgsl
+++ b/assets/final/shaders/chroma_aberration.wgsl
@@ -1,18 +1,20 @@
@group(0) @binding(0) var smplr: sampler;
@group(0) @binding(1) var txt: texture_2d<f32>;
-struct Uniforms {
+struct CommonUniforms {
+ resolution: vec2<f32>,
+ aspect_ratio: f32,
time: f32,
beat: f32,
- intensity: f32,
- aspect_ratio: f32,
- width: f32,
- height: f32,
+ audio_intensity: f32,
+};
+struct EffectParams {
offset_scale: f32,
angle: f32,
};
-@group(0) @binding(2) var<uniform> uniforms: Uniforms;
+@group(0) @binding(2) var<uniform> common: CommonUniforms;
+@group(0) @binding(3) var<uniform> params: EffectParams;
@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
@@ -24,11 +26,11 @@ struct Uniforms {
}
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / vec2<f32>(uniforms.width, uniforms.height);
+ let uv = p.xy / common.resolution;
// Compute offset magnitude and direction
- let offset_mag = uniforms.offset_scale * uniforms.intensity;
- let offset_dir = vec2<f32>(cos(uniforms.angle), sin(uniforms.angle));
+ let offset_mag = params.offset_scale * common.audio_intensity;
+ let offset_dir = vec2<f32>(cos(params.angle), sin(params.angle));
let offset = offset_mag * offset_dir;
// Sample RGB channels with chromatic aberration