diff options
Diffstat (limited to 'assets/final/shaders/ellipse.wgsl')
| -rw-r--r-- | assets/final/shaders/ellipse.wgsl | 51 |
1 files changed, 0 insertions, 51 deletions
diff --git a/assets/final/shaders/ellipse.wgsl b/assets/final/shaders/ellipse.wgsl deleted file mode 100644 index 69b2712..0000000 --- a/assets/final/shaders/ellipse.wgsl +++ /dev/null @@ -1,51 +0,0 @@ -#include "common_uniforms" - -@group(0) @binding(0) var<uniform> uniforms: CommonUniforms; - -@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> { - var pos = array<vec2<f32>, 3>( - vec2<f32>(-1.0, -1.0), - vec2<f32>(3.0, -1.0), - vec2<f32>(-1.0, 3.0) - ); - return vec4<f32>(pos[i], 0.0, 1.0); -} - -fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 { - var p_abs = abs(p); - if (p_abs.x > p_abs.y) { - p_abs = vec2<f32>(p_abs.y, p_abs.x); - } - let l = ab.y * ab.y - ab.x * ab.x; - let m = ab.x * p_abs.x / l; - let n = ab.y * p_abs.y / l; - let m2 = m * m; - let n2 = n * n; - let c = (m2 + n2 - 1.0) / 3.0; - let c3 = c * c * c; - let d = c3 + m2 * n2; - let g = m + m * n2; - var co: f32; - if (d < 0.0) { - let h = acos((c3 + m2 * n2 * 2.0) / c3) / 3.0; - let s = cos(h); - let t = sin(h) * sqrt(3.0); - co = (sqrt(-c * (s + t * 2.0) + m2) + sign(l) * sqrt(-c * (s - t * 2.0) + m2) + abs(g) / (sqrt(-c * (s + t * 2.0) + m2) * sqrt(-c * (s - t * 2.0) + m2)) - m) / 2.0; - } else { - let h = 2.0 * m * n * sqrt(d); - let s = sign(c3 + m2 * n2 + h) * pow(abs(c3 + m2 * n2 + h), 1.0 / 3.0); - let u = sign(c3 + m2 * n2 - h) * pow(abs(c3 + m2 * n2 - h), 1.0 / 3.0); - let rx = -s - u + m2 * 2.0; - let ry = (s - u) * sqrt(3.0); - co = (ry / sqrt(sqrt(rx * rx + ry * ry) - rx) + 2.0 * g / sqrt(rx * rx + ry * ry) - m) / 2.0; - } - let si = sqrt(max(0.0, 1.0 - co * co)); - return length(p_abs - vec2<f32>(ab.x * co, ab.y * si)) * sign(p_abs.y * ab.x * co - p_abs.x * ab.y * si); -} - -@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { - let uv = (p.xy / uniforms.resolution - 0.5) * 2.0; - let movement = vec2<f32>(sin(uniforms.time * 0.7), cos(uniforms.time * 0.5)); - let d = sdEllipse((uv * vec2<f32>(uniforms.aspect_ratio, 1.0)) - movement, vec2<f32>(0.5, 0.3) * (1.0 + uniforms.beat_phase * 0.2)); - return mix(vec4<f32>(0.2, 0.8, 0.4, 1.0), vec4<f32>(0.0), smoothstep(0.0, 0.01, d)); -} |
