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-rw-r--r--assets/final/shaders/particle_render.wgsl52
1 files changed, 0 insertions, 52 deletions
diff --git a/assets/final/shaders/particle_render.wgsl b/assets/final/shaders/particle_render.wgsl
deleted file mode 100644
index 6a2b636..0000000
--- a/assets/final/shaders/particle_render.wgsl
+++ /dev/null
@@ -1,52 +0,0 @@
-struct Particle {
- pos: vec4<f32>,
- vel: vec4<f32>,
- rot: vec4<f32>,
- color: vec4<f32>,
-};
-
-#include "common_uniforms"
-
-@group(0) @binding(0) var<storage, read> particles: array<Particle>;
-@group(0) @binding(1) var<uniform> uniforms: CommonUniforms;
-
-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 {
- let p = particles[ii];
- 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),
- 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);
-
- // 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_intensity), 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(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);
-}