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-rw-r--r--assets/demo.seq4
-rw-r--r--assets/final/shaders/chroma_aberration.wgsl19
2 files changed, 16 insertions, 7 deletions
diff --git a/assets/demo.seq b/assets/demo.seq
index 9c0b746..8f84c30 100644
--- a/assets/demo.seq
+++ b/assets/demo.seq
@@ -47,7 +47,7 @@ SEQUENCE 8b 3
EFFECT + ThemeModulationEffect 0 4 # Priority 0
EFFECT = HeptagonEffect 0.0 4.0 # Priority 0 (same layer)
EFFECT + GaussianBlurEffect 0 8 # Priority 1
- EFFECT + ChromaAberrationEffect 0 6 # Priority 2
+ EFFECT + ChromaAberrationEffect 0 6 offset=0.03 angle=0.785 # Priority 2 (diagonal, stronger)
EFFECT + SolarizeEffect 0 10 # Priority 3
SEQUENCE 12b 2
@@ -73,7 +73,7 @@ SEQUENCE 17b 2
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
+ EFFECT + ChromaAberrationEffect 0 6 offset=0.01 angle=1.57 # Priority 5 (vertical, subtle)
SEQUENCE 24b 1
EFFECT + ThemeModulationEffect 0 8 # Priority 0
diff --git a/assets/final/shaders/chroma_aberration.wgsl b/assets/final/shaders/chroma_aberration.wgsl
index cd80afa..f1a3034 100644
--- a/assets/final/shaders/chroma_aberration.wgsl
+++ b/assets/final/shaders/chroma_aberration.wgsl
@@ -6,7 +6,10 @@ struct Uniforms {
beat: f32,
intensity: f32,
aspect_ratio: f32,
- resolution: vec2<f32>,
+ width: f32,
+ height: f32,
+ offset_scale: f32,
+ angle: f32,
};
@group(0) @binding(2) var<uniform> uniforms: Uniforms;
@@ -21,10 +24,16 @@ struct Uniforms {
}
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / uniforms.resolution;
- let off = 0.02 * uniforms.intensity;
- let r = textureSample(txt, smplr, uv + vec2<f32>(off, 0.0)).r;
+ let uv = p.xy / vec2<f32>(uniforms.width, uniforms.height);
+
+ // Compute offset magnitude and direction
+ let offset_mag = uniforms.offset_scale * uniforms.intensity;
+ let offset_dir = vec2<f32>(cos(uniforms.angle), sin(uniforms.angle));
+ let offset = offset_mag * offset_dir;
+
+ // Sample RGB channels with chromatic aberration
+ let r = textureSample(txt, smplr, uv + offset).r;
let g = textureSample(txt, smplr, uv).g;
- let b = textureSample(txt, smplr, uv - vec2<f32>(off, 0.0)).b;
+ let b = textureSample(txt, smplr, uv - offset).b;
return vec4<f32>(r, g, b, 1.0);
}