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-rw-r--r--assets/final/shaders/solarize.wgsl53
1 files changed, 0 insertions, 53 deletions
diff --git a/assets/final/shaders/solarize.wgsl b/assets/final/shaders/solarize.wgsl
deleted file mode 100644
index de15dfc..0000000
--- a/assets/final/shaders/solarize.wgsl
+++ /dev/null
@@ -1,53 +0,0 @@
-@group(0) @binding(0) var smplr: sampler;
-@group(0) @binding(1) var txt: texture_2d<f32>;
-
-#include "common_uniforms"
-
-@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
-
-@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 col = textureSample(txt, smplr, uv);
-
- // Patterns are 2 seconds long (120 BPM, 4 beats)
- let pattern_num = u32(uniforms.time / 2.0);
- let is_even_pattern = (pattern_num % 2u) == 0u;
-
- // Reduced threshold range for subtler effect
- let thr = 0.4 + 0.15 * sin(uniforms.time);
- let solarize_strength = 0.4; // Reduced from 1.0 for less saturation
-
- if (is_even_pattern) {
- // Even patterns: Subtle red-orange tint
- if (col.r < thr) {
- col.r = mix(col.r, 1.0 - col.r, solarize_strength);
- }
- if (col.g < thr) {
- col.g = mix(col.g, 1.0 - col.g * 0.7, solarize_strength * 0.7);
- }
- if (col.b < thr) {
- col.b = mix(col.b, col.b * 0.5, solarize_strength);
- }
- } else {
- // Odd patterns: Subtle blue-cyan tint
- if (col.r < thr) {
- col.r = mix(col.r, col.r * 0.6, solarize_strength);
- }
- if (col.g < thr) {
- col.g = mix(col.g, 1.0 - col.g * 0.8, solarize_strength * 0.8);
- }
- if (col.b < thr) {
- col.b = mix(col.b, 1.0 - col.b, solarize_strength);
- }
- }
- return col;
-}