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Diffstat (limited to 'assets/final/shaders/vignette.wgsl')
| -rw-r--r-- | assets/final/shaders/vignette.wgsl | 37 |
1 files changed, 37 insertions, 0 deletions
diff --git a/assets/final/shaders/vignette.wgsl b/assets/final/shaders/vignette.wgsl new file mode 100644 index 0000000..9b7f43f --- /dev/null +++ b/assets/final/shaders/vignette.wgsl @@ -0,0 +1,37 @@ +@group(0) @binding(0) var input_sampler: sampler; +@group(0) @binding(1) var input_tex: texture_2d<f32>; +struct CommonUniforms { + resolution: vec2<f32>, + aspect_ratio: f32, + time: f32, + beat: f32, + audio_intensity: f32, +}; +struct EffectParams { + radius: f32, + softness: f32, +}; + +@group(0) @binding(2) var<uniform> common: CommonUniforms; +@group(0) @binding(3) var<uniform> params: EffectParams; + +@vertex +fn vs_main(@builtin(vertex_index) vertex_idx: u32) -> @builtin(position) vec4<f32> { + var pos = array<vec2<f32>, 3>( + vec2<f32>(-1.0, -1.0), + vec2<f32>(3.0, -1.0), + vec2<f32>(-1.0, 3.0) + ); + return vec4<f32>(pos[vertex_idx], 0.0, 1.0); +} + +@fragment +fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> { + let uv = pos.xy / common.resolution; + let color = textureSample(input_tex, input_sampler, uv); + + let d = distance(uv, vec2<f32>(0.5, 0.5)); + let vignette = smoothstep(params.radius, params.radius - params.softness, d); + + return vec4<f32>(color.rgb * mix(1.0, vignette, common.audio_intensity), color.a); +}
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