diff options
Diffstat (limited to 'assets/final/shaders/particle_render.wgsl')
| -rw-r--r-- | assets/final/shaders/particle_render.wgsl | 11 |
1 files changed, 6 insertions, 5 deletions
diff --git a/assets/final/shaders/particle_render.wgsl b/assets/final/shaders/particle_render.wgsl index 6a955f0..a0740dc 100644 --- a/assets/final/shaders/particle_render.wgsl +++ b/assets/final/shaders/particle_render.wgsl @@ -5,15 +5,16 @@ struct Particle { color: vec4<f32>, }; -struct Uniforms { - audio_peak: f32, +struct CommonUniforms { + resolution: vec2<f32>, aspect_ratio: f32, time: f32, beat: f32, + audio_intensity: f32, }; @group(0) @binding(0) var<storage, read> particles: array<Particle>; -@group(0) @binding(1) var<uniform> uniforms: Uniforms; +@group(0) @binding(1) var<uniform> uniforms: CommonUniforms; struct VSOut { @builtin(position) pos: vec4<f32>, @@ -23,7 +24,7 @@ struct VSOut { @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; + let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_intensity * 0.02; var offsets = array<vec2<f32>, 6>( vec2<f32>(-1, -1), vec2<f32>(1, -1), @@ -40,7 +41,7 @@ struct VSOut { // Fade based on lifetime (p.pos.w goes from 1.0 to 0.0) let lifetime_fade = p.pos.w; - let color_with_fade = vec4<f32>(p.color.rgb * (0.5 + 0.5 * uniforms.audio_peak), p.color.a * lifetime_fade); + let color_with_fade = vec4<f32>(p.color.rgb * (0.5 + 0.5 * uniforms.audio_intensity), p.color.a * lifetime_fade); return VSOut(vec4<f32>(pos, 0.0, 1.0), color_with_fade, offset); } |
