diff options
Diffstat (limited to 'assets/final/shaders/circle_mask_compute.wgsl')
| -rw-r--r-- | assets/final/shaders/circle_mask_compute.wgsl | 39 |
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); +} |
