diff options
Diffstat (limited to 'assets/final/shaders/particle_render.wgsl')
| -rw-r--r-- | assets/final/shaders/particle_render.wgsl | 44 |
1 files changed, 44 insertions, 0 deletions
diff --git a/assets/final/shaders/particle_render.wgsl b/assets/final/shaders/particle_render.wgsl new file mode 100644 index 0000000..6f115ec --- /dev/null +++ b/assets/final/shaders/particle_render.wgsl @@ -0,0 +1,44 @@ +struct Particle { + pos: vec4<f32>, + vel: vec4<f32>, + rot: vec4<f32>, + color: vec4<f32>, +}; + +struct Uniforms { + audio_peak: f32, + aspect_ratio: f32, + time: f32, + beat: f32, +}; + +@group(0) @binding(0) var<storage, read> particles: array<Particle>; +@group(0) @binding(1) var<uniform> uniforms: Uniforms; + +struct VSOut { + @builtin(position) pos: vec4<f32>, + @location(0) color: vec4<f32>, +}; + +@vertex fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut { + let p = particles[ii]; + let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_peak * 0.02; + var offsets = array<vec2<f32>, 6>( + vec2<f32>(-1, -1), + vec2<f32>(1, -1), + vec2<f32>(-1, 1), + vec2<f32>(-1, 1), + vec2<f32>(1, -1), + vec2<f32>(1, 1) + ); + let offset = offsets[vi]; + let c = cos(p.rot.x); + let s = sin(p.rot.x); + let rotated_offset = vec2<f32>(offset.x * c - offset.y * s, offset.x * s + offset.y * c); + let pos = vec2<f32>(p.pos.x + rotated_offset.x * size / uniforms.aspect_ratio, p.pos.y + rotated_offset.y * size); + return VSOut(vec4<f32>(pos, 0.0, 1.0), p.color * (0.5 + 0.5 * uniforms.audio_peak)); +} + +@fragment fn fs_main(@location(0) color: vec4<f32>) -> @location(0) vec4<f32> { + return color; +} |
