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-rw-r--r--common/shaders/heptagon_v2.wgsl47
1 files changed, 0 insertions, 47 deletions
diff --git a/common/shaders/heptagon_v2.wgsl b/common/shaders/heptagon_v2.wgsl
deleted file mode 100644
index cb07c18..0000000
--- a/common/shaders/heptagon_v2.wgsl
+++ /dev/null
@@ -1,47 +0,0 @@
-// Heptagon shader for Sequence v2
-#include "sequence_v2_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);
-}