diff options
Diffstat (limited to 'assets/final')
| -rw-r--r-- | assets/final/BASS_SYNTH_1.spec | bin | 32784 -> 32784 bytes | |||
| -rw-r--r-- | assets/final/shaders/gaussian_blur.wgsl | 7 | ||||
| -rw-r--r-- | assets/final/shaders/solarize.wgsl | 40 |
3 files changed, 37 insertions, 10 deletions
diff --git a/assets/final/BASS_SYNTH_1.spec b/assets/final/BASS_SYNTH_1.spec Binary files differindex 1fd7ad0..b0e9eb9 100644 --- a/assets/final/BASS_SYNTH_1.spec +++ b/assets/final/BASS_SYNTH_1.spec diff --git a/assets/final/shaders/gaussian_blur.wgsl b/assets/final/shaders/gaussian_blur.wgsl index fd083ff..7d39ac4 100644 --- a/assets/final/shaders/gaussian_blur.wgsl +++ b/assets/final/shaders/gaussian_blur.wgsl @@ -23,7 +23,12 @@ struct Uniforms { @fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { let uv = p.xy / uniforms.resolution; var res = vec4<f32>(0.0); - let size = 5.0 * uniforms.intensity; + + // Reduced base size + dramatic beat pulsation + let base_size = 2.0; + let pulse = 0.5 + uniforms.intensity * 2.0; // Pulsate between 0.5x and 2.5x with beat + let size = base_size * pulse; + for (var x: f32 = -2.0; x <= 2.0; x += 1.0) { for (var y: f32 = -2.0; y <= 2.0; y += 1.0) { res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * size / uniforms.resolution.x); diff --git a/assets/final/shaders/solarize.wgsl b/assets/final/shaders/solarize.wgsl index 9bd0212..fcb9d80 100644 --- a/assets/final/shaders/solarize.wgsl +++ b/assets/final/shaders/solarize.wgsl @@ -23,15 +23,37 @@ struct Uniforms { @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); - let thr = 0.5 + 0.3 * sin(uniforms.time); - if (col.r < thr) { - col.r = 1.0 - col.r; - } - if (col.g < thr) { - col.g = 1.0 - col.g; - } - if (col.b < thr) { - col.b = 1.0 - col.b; + + // 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; } |
