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Diffstat (limited to 'assets/final/shaders/gaussian_blur.wgsl')
-rw-r--r--assets/final/shaders/gaussian_blur.wgsl10
1 files changed, 6 insertions, 4 deletions
diff --git a/assets/final/shaders/gaussian_blur.wgsl b/assets/final/shaders/gaussian_blur.wgsl
index 39cbf54..3b87b10 100644
--- a/assets/final/shaders/gaussian_blur.wgsl
+++ b/assets/final/shaders/gaussian_blur.wgsl
@@ -3,6 +3,8 @@
struct CommonUniforms {
resolution: vec2<f32>,
+ _pad0: f32,
+ _pad1: f32,
aspect_ratio: f32,
time: f32,
beat: f32,
@@ -13,7 +15,7 @@ struct EffectParams {
_pad: f32,
};
-@group(0) @binding(2) var<uniform> common: CommonUniforms;
+@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
@group(0) @binding(3) var<uniform> params: EffectParams;
@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
@@ -26,16 +28,16 @@ struct EffectParams {
}
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / common.resolution;
+ let uv = p.xy / uniforms.resolution;
var res = vec4<f32>(0.0);
// Parameterized strength + dramatic beat pulsation
- let pulse = 0.5 + common.audio_intensity * 2.0; // Pulsate between 0.5x and 2.5x with beat
+ let pulse = 0.5 + uniforms.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 / common.resolution.x);
+ res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * size / uniforms.resolution.x);
}
}
return res / 25.0;