diff options
Diffstat (limited to 'assets/final/shaders/circle_mask_compute.wgsl')
| -rw-r--r-- | assets/final/shaders/circle_mask_compute.wgsl | 35 |
1 files changed, 0 insertions, 35 deletions
diff --git a/assets/final/shaders/circle_mask_compute.wgsl b/assets/final/shaders/circle_mask_compute.wgsl deleted file mode 100644 index 484d3dd..0000000 --- a/assets/final/shaders/circle_mask_compute.wgsl +++ /dev/null @@ -1,35 +0,0 @@ -// Circle mask compute shader -// Generates a circular mask (1.0 inside, 0.0 outside) - -#include "common_uniforms" -struct CircleMaskParams { - radius: f32, - _pad0: f32, - _pad1: f32, - _pad2: f32, -}; - -@group(0) @binding(0) var<uniform> uniforms: CommonUniforms; -@group(0) @binding(1) var<uniform> params: CircleMaskParams; - -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 / uniforms.resolution; - let center = vec2<f32>(0.5, 0.5); - let aspect_corrected_uv = (uv - center) * vec2<f32>(uniforms.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); -} |
