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-rw-r--r--assets/final/shaders/circle_mask_compute.wgsl39
1 files changed, 39 insertions, 0 deletions
diff --git a/assets/final/shaders/circle_mask_compute.wgsl b/assets/final/shaders/circle_mask_compute.wgsl
new file mode 100644
index 0000000..9bb03ff
--- /dev/null
+++ b/assets/final/shaders/circle_mask_compute.wgsl
@@ -0,0 +1,39 @@
+// Circle mask compute shader
+// Generates a circular mask (1.0 inside, 0.0 outside)
+
+struct CommonUniforms {
+ resolution: vec2<f32>,
+ aspect_ratio: f32,
+ time: f32,
+ beat: f32,
+ audio_intensity: f32,
+};
+struct EffectParams {
+ radius: f32,
+ _pad: vec3<f32>,
+};
+
+@group(0) @binding(0) var<uniform> common: CommonUniforms;
+@group(0) @binding(1) var<uniform> params: EffectParams;
+
+struct VSOutput {
+ @builtin(position) position: vec4<f32>,
+};
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> VSOutput {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1), vec2<f32>(3, -1), vec2<f32>(-1, 3));
+ return VSOutput(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 / common.resolution;
+ let center = vec2<f32>(0.5, 0.5);
+ let aspect_corrected_uv = (uv - center) * vec2<f32>(common.aspect_ratio, 1.0);
+ let dist = length(aspect_corrected_uv);
+
+ let edge_width = 0.01;
+ let mask = smoothstep(params.radius + edge_width, params.radius - edge_width, dist);
+
+ return vec4<f32>(mask, mask, mask, 1.0);
+}