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Diffstat (limited to 'assets/final/shaders/gaussian_blur.wgsl')
-rw-r--r--assets/final/shaders/gaussian_blur.wgsl22
1 files changed, 12 insertions, 10 deletions
diff --git a/assets/final/shaders/gaussian_blur.wgsl b/assets/final/shaders/gaussian_blur.wgsl
index e848c6b..39cbf54 100644
--- a/assets/final/shaders/gaussian_blur.wgsl
+++ b/assets/final/shaders/gaussian_blur.wgsl
@@ -1,18 +1,20 @@
@group(0) @binding(0) var smplr: sampler;
@group(0) @binding(1) var txt: texture_2d<f32>;
-struct Uniforms {
+struct CommonUniforms {
+ resolution: vec2<f32>,
+ aspect_ratio: f32,
time: f32,
beat: f32,
- intensity: f32,
- aspect_ratio: f32,
- width: f32,
- height: f32,
+ audio_intensity: f32,
+};
+struct EffectParams {
strength: f32,
_pad: f32,
};
-@group(0) @binding(2) var<uniform> uniforms: Uniforms;
+@group(0) @binding(2) var<uniform> common: CommonUniforms;
+@group(0) @binding(3) var<uniform> params: EffectParams;
@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
@@ -24,16 +26,16 @@ struct Uniforms {
}
@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;
var res = vec4<f32>(0.0);
// Parameterized strength + dramatic beat pulsation
- let pulse = 0.5 + uniforms.intensity * 2.0; // Pulsate between 0.5x and 2.5x with beat
- let size = uniforms.strength * pulse;
+ let pulse = 0.5 + common.audio_intensity * 2.0; // Pulsate between 0.5x and 2.5x with beat
+ let size = params.strength * pulse;
for (var x: f32 = -2.0; x <= 2.0; x += 1.0) {
for (var y: f32 = -2.0; y <= 2.0; y += 1.0) {
- res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * size / uniforms.width);
+ res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * size / common.resolution.x);
}
}
return res / 25.0;