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Diffstat (limited to 'assets/final/shaders/ellipse.wgsl')
| -rw-r--r-- | assets/final/shaders/ellipse.wgsl | 57 |
1 files changed, 57 insertions, 0 deletions
diff --git a/assets/final/shaders/ellipse.wgsl b/assets/final/shaders/ellipse.wgsl new file mode 100644 index 0000000..be236c8 --- /dev/null +++ b/assets/final/shaders/ellipse.wgsl @@ -0,0 +1,57 @@ +struct Uniforms { + time: f32, + beat: f32, + intensity: f32, + aspect_ratio: f32, + resolution: vec2<f32>, +}; + +@group(0) @binding(0) var<uniform> uniforms: Uniforms; + +@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 * 0.2)); + return mix(vec4<f32>(0.2, 0.8, 0.4, 1.0), vec4<f32>(0.0), smoothstep(0.0, 0.01, d)); +} |
