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-rw-r--r--assets/final/shaders/particle_render.wgsl19
1 files changed, 16 insertions, 3 deletions
diff --git a/assets/final/shaders/particle_render.wgsl b/assets/final/shaders/particle_render.wgsl
index 6f115ec..6a955f0 100644
--- a/assets/final/shaders/particle_render.wgsl
+++ b/assets/final/shaders/particle_render.wgsl
@@ -18,6 +18,7 @@ struct Uniforms {
struct VSOut {
@builtin(position) pos: vec4<f32>,
@location(0) color: vec4<f32>,
+ @location(1) uv: vec2<f32>,
};
@vertex fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut {
@@ -36,9 +37,21 @@ struct VSOut {
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));
+
+ // 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);
+
+ return VSOut(vec4<f32>(pos, 0.0, 1.0), color_with_fade, offset);
}
-@fragment fn fs_main(@location(0) color: vec4<f32>) -> @location(0) vec4<f32> {
- return color;
+@fragment fn fs_main(@location(0) color: vec4<f32>, @location(1) uv: vec2<f32>) -> @location(0) vec4<f32> {
+ // Calculate distance from center for circular shape
+ let dist = length(uv);
+
+ // Smooth circular falloff (1.0 at center, 0.0 at edge)
+ let circle_alpha = smoothstep(1.0, 0.5, dist);
+
+ // Apply circular fade to alpha channel
+ return vec4<f32>(color.rgb, color.a * circle_alpha);
}