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-rw-r--r--assets/final/shaders/chroma_aberration.wgsl35
1 files changed, 0 insertions, 35 deletions
diff --git a/assets/final/shaders/chroma_aberration.wgsl b/assets/final/shaders/chroma_aberration.wgsl
deleted file mode 100644
index 6c942b7..0000000
--- a/assets/final/shaders/chroma_aberration.wgsl
+++ /dev/null
@@ -1,35 +0,0 @@
-@group(0) @binding(0) var smplr: sampler;
-@group(0) @binding(1) var txt: texture_2d<f32>;
-
-#include "common_uniforms"
-struct ChromaAberrationParams {
- offset_scale: f32,
- angle: f32,
-};
-
-@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
-@group(0) @binding(3) var<uniform> params: ChromaAberrationParams;
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1, -1),
- vec2<f32>(3, -1),
- vec2<f32>(-1, 3)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
-}
-
-@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / uniforms.resolution;
-
- // Compute offset magnitude and direction
- let offset_mag = params.offset_scale * uniforms.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
- let r = textureSample(txt, smplr, uv + offset).r;
- let g = textureSample(txt, smplr, uv).g;
- let b = textureSample(txt, smplr, uv - offset).b;
- return vec4<f32>(r, g, b, 1.0);
-}