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-rw-r--r--assets/demo.seq33
-rw-r--r--assets/final/shaders/particle_render.wgsl19
2 files changed, 35 insertions, 17 deletions
diff --git a/assets/demo.seq b/assets/demo.seq
index b30dd68..79872d3 100644
--- a/assets/demo.seq
+++ b/assets/demo.seq
@@ -33,8 +33,9 @@ SEQUENCE 4b 0
EFFECT + FlashEffect 0.0 0.2 # Priority 0 (was 4, now contiguous)
SEQUENCE 6b 1
- EFFECT + ParticlesEffect 0 4 # Priority 0
- EFFECT = GaussianBlurEffect 0 8 # Priority 0 (same layer)
+ EFFECT + ParticleSprayEffect 0 4 # Priority 0 (spray particles)
+ EFFECT + ParticlesEffect 0 4 # Priority 1
+ EFFECT = GaussianBlurEffect 0 8 # Priority 1 (same layer)
SEQUENCE 7b 0
EFFECT + HeptagonEffect 0.0 .2 # Priority 0
@@ -52,7 +53,8 @@ SEQUENCE 8b 3
SEQUENCE 12b 2
EFFECT - FlashCubeEffect .2 3 # Priority -1 (background)
EFFECT + HeptagonEffect 0 4 # Priority 0
- EFFECT + ParticlesEffect 0 4 # Priority 1
+ EFFECT + ParticleSprayEffect 0 4 # Priority 1 (spray particles)
+ EFFECT + ParticlesEffect 0 4 # Priority 2
SEQUENCE 15b 2
EFFECT - FlashCubeEffect .2 3 # Priority -1 (background)
@@ -67,18 +69,20 @@ SEQUENCE 16b 10
SEQUENCE 17b 2
EFFECT + ThemeModulationEffect 0 4 # Priority 0
EFFECT + HeptagonEffect 0.2 2.0 # Priority 1
- EFFECT = ParticlesEffect 0 4 # Priority 1 (same layer)
- EFFECT + Hybrid3DEffect 0 4 # Priority 2
- EFFECT + GaussianBlurEffect 0 8 # Priority 3
- EFFECT + ChromaAberrationEffect 0 6 # Priority 4
+ EFFECT + ParticleSprayEffect 0 4 # Priority 2 (spray particles)
+ EFFECT = ParticlesEffect 0 4 # Priority 2 (same layer)
+ EFFECT + Hybrid3DEffect 0 4 # Priority 3
+ EFFECT + GaussianBlurEffect 0 8 # Priority 4
+ EFFECT + ChromaAberrationEffect 0 6 # Priority 5
SEQUENCE 24b 1
EFFECT + ThemeModulationEffect 0 8 # Priority 0
EFFECT + HeptagonEffect 0.2 2.0 # Priority 1
- EFFECT + Hybrid3DEffect 0 20 # Priority 2
- EFFECT + GaussianBlurEffect 0 8 # Priority 3
- EFFECT + ChromaAberrationEffect 0 10 # Priority 4
- EFFECT + SolarizeEffect 0 10 # Priority 5
+ EFFECT + ParticleSprayEffect 0 8 # Priority 2 (spray particles - longer duration)
+ EFFECT + Hybrid3DEffect 0 20 # Priority 3
+ EFFECT + GaussianBlurEffect 0 8 # Priority 4
+ EFFECT + ChromaAberrationEffect 0 10 # Priority 5
+ EFFECT + SolarizeEffect 0 10 # Priority 6
SEQUENCE 32b 0
EFFECT + ThemeModulationEffect 0 4 # Priority 0
@@ -96,9 +100,10 @@ SEQUENCE 56b 0
EFFECT + ThemeModulationEffect 0 8 # Priority 0
EFFECT = HeptagonEffect 0.2 2.0 # Priority 0 (same layer)
EFFECT + Hybrid3DEffect 0 4 # Priority 1
- EFFECT + HeptagonEffect 0 16 # Priority 2
- EFFECT + ChromaAberrationEffect 0 16 # Priority 3
- EFFECT + GaussianBlurEffect 0 8 # Priority 4
+ EFFECT + ParticleSprayEffect 0 8 # Priority 2 (spray particles)
+ EFFECT + HeptagonEffect 0 16 # Priority 3
+ EFFECT + ChromaAberrationEffect 0 16 # Priority 4
+ EFFECT + GaussianBlurEffect 0 8 # Priority 5
SEQUENCE 62b 0
EFFECT + ThemeModulationEffect 0 3 # Priority 0
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);
}