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Diffstat (limited to 'assets/final/shaders/gaussian_blur.wgsl')
-rw-r--r--assets/final/shaders/gaussian_blur.wgsl36
1 files changed, 0 insertions, 36 deletions
diff --git a/assets/final/shaders/gaussian_blur.wgsl b/assets/final/shaders/gaussian_blur.wgsl
deleted file mode 100644
index 02156f7..0000000
--- a/assets/final/shaders/gaussian_blur.wgsl
+++ /dev/null
@@ -1,36 +0,0 @@
-@group(0) @binding(0) var smplr: sampler;
-@group(0) @binding(1) var txt: texture_2d<f32>;
-
-#include "common_uniforms"
-struct GaussianBlurParams {
- strength: f32,
- _pad: f32,
-};
-
-@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
-@group(0) @binding(3) var<uniform> params: GaussianBlurParams;
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1, -1),
- vec2<f32>(3, -1),
- vec2<f32>(-1, 3)
- );
- return 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;
- var res = vec4<f32>(0.0);
-
- // Parameterized strength + dramatic beat pulsation
- 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 / uniforms.resolution.x);
- }
- }
- return res / 25.0;
-}