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-rw-r--r--common/shaders/heptagon.wgsl47
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diff --git a/common/shaders/heptagon.wgsl b/common/shaders/heptagon.wgsl
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+// Heptagon shader for Sequence v2
+#include "sequence_uniforms"
+
+// Standard v2 post-process layout (bindings 0,1 unused for scene effects)
+@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams;
+
+struct VertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) uv: vec2<f32>,
+};
+
+@vertex fn vs_main(@builtin(vertex_index) vid: u32) -> VertexOutput {
+ var out: VertexOutput;
+ let x = f32((vid & 1u) << 1u);
+ let y = f32((vid & 2u));
+ out.position = vec4<f32>(x * 2.0 - 1.0, 1.0 - y * 2.0, 0.0, 1.0);
+ out.uv = vec2<f32>(x, y);
+ return out;
+}
+
+fn sdf_heptagon(p: vec2<f32>, r: f32) -> f32 {
+ let k = vec3<f32>(0.868516, -0.495754, 0.357407);
+ var p_abs = abs(p);
+ p_abs -= 2.0 * k.xy * min(dot(k.xy, p_abs), 0.0);
+ p_abs -= 2.0 * vec2<f32>(-k.x, k.y) * min(dot(vec2<f32>(-k.x, k.y), p_abs), 0.0);
+ p_abs -= vec2<f32>(clamp(p_abs.x, -k.z * r, k.z * r), r);
+ return length(p_abs) * sign(p_abs.y);
+}
+
+@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
+ let aspect = uniforms.aspect_ratio;
+ let uv = (in.uv * 2.0 - 1.0) * vec2<f32>(aspect, 1.0);
+
+ let rotation = uniforms.beat_time * 0.5;
+ let c = cos(rotation);
+ let s = sin(rotation);
+ let rot_uv = vec2<f32>(
+ uv.x * c - uv.y * s,
+ uv.x * s + uv.y * c
+ );
+
+ let dist = sdf_heptagon(rot_uv, 0.5);
+ let color = mix(vec3<f32>(0.2, 0.4, 0.8), vec3<f32>(1.0, 0.8, 0.2),
+ smoothstep(0.01, -0.01, dist));
+
+ return vec4<f32>(color, 1.0);
+}