diff options
Diffstat (limited to 'assets/final/shaders/circle_mask_compute.wgsl')
| -rw-r--r-- | assets/final/shaders/circle_mask_compute.wgsl | 22 |
1 files changed, 14 insertions, 8 deletions
diff --git a/assets/final/shaders/circle_mask_compute.wgsl b/assets/final/shaders/circle_mask_compute.wgsl index 610ee67..9bb03ff 100644 --- a/assets/final/shaders/circle_mask_compute.wgsl +++ b/assets/final/shaders/circle_mask_compute.wgsl @@ -1,14 +1,20 @@ // Circle mask compute shader // Generates a circular mask (1.0 inside, 0.0 outside) -struct Uniforms { - radius: f32, +struct CommonUniforms { + resolution: vec2<f32>, aspect_ratio: f32, - width: f32, - height: f32, + time: f32, + beat: f32, + audio_intensity: f32, +}; +struct EffectParams { + radius: f32, + _pad: vec3<f32>, }; -@group(0) @binding(0) var<uniform> uniforms: Uniforms; +@group(0) @binding(0) var<uniform> common: CommonUniforms; +@group(0) @binding(1) var<uniform> params: EffectParams; struct VSOutput { @builtin(position) position: vec4<f32>, @@ -21,13 +27,13 @@ struct VSOutput { } @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; let center = vec2<f32>(0.5, 0.5); - let aspect_corrected_uv = (uv - center) * vec2<f32>(uniforms.aspect_ratio, 1.0); + 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(uniforms.radius + edge_width, uniforms.radius - edge_width, dist); + let mask = smoothstep(params.radius + edge_width, params.radius - edge_width, dist); return vec4<f32>(mask, mask, mask, 1.0); } |
