diff options
Diffstat (limited to 'common')
| -rw-r--r-- | common/shaders/gaussian_blur_v2.wgsl | 45 | ||||
| -rw-r--r-- | common/shaders/heptagon_v2.wgsl | 46 | ||||
| -rw-r--r-- | common/shaders/passthrough_v2.wgsl | 24 | ||||
| -rw-r--r-- | common/shaders/sequence_v2_uniforms.wgsl | 12 |
4 files changed, 127 insertions, 0 deletions
diff --git a/common/shaders/gaussian_blur_v2.wgsl b/common/shaders/gaussian_blur_v2.wgsl new file mode 100644 index 0000000..0f29140 --- /dev/null +++ b/common/shaders/gaussian_blur_v2.wgsl @@ -0,0 +1,45 @@ +// Gaussian blur shader for Sequence v2 +#include "sequence_v2_uniforms" + +@group(0) @binding(0) var input_sampler: sampler; +@group(0) @binding(1) var input_texture: texture_2d<f32>; +@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams; + +struct GaussianBlurParams { + direction: vec2<f32>, + radius: f32, + _pad: f32, +}; +@group(0) @binding(3) var<uniform> params: GaussianBlurParams; + +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; +} + +@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { + let texel_size = 1.0 / uniforms.resolution; + let offset = params.direction * texel_size; + + var color = vec4<f32>(0.0); + let kernel_size = i32(params.radius); + var weight_sum = 0.0; + + for (var i = -kernel_size; i <= kernel_size; i++) { + let sample_offset = f32(i) * offset; + let weight = exp(-f32(i * i) / (2.0 * params.radius * params.radius)); + color += textureSample(input_texture, input_sampler, in.uv + sample_offset) * weight; + weight_sum += weight; + } + + return color / weight_sum; +} diff --git a/common/shaders/heptagon_v2.wgsl b/common/shaders/heptagon_v2.wgsl new file mode 100644 index 0000000..9d0761c --- /dev/null +++ b/common/shaders/heptagon_v2.wgsl @@ -0,0 +1,46 @@ +// Heptagon shader for Sequence v2 +#include "sequence_v2_uniforms" + +@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); +} diff --git a/common/shaders/passthrough_v2.wgsl b/common/shaders/passthrough_v2.wgsl new file mode 100644 index 0000000..e2fdc25 --- /dev/null +++ b/common/shaders/passthrough_v2.wgsl @@ -0,0 +1,24 @@ +// Passthrough shader for Sequence v2 +#include "sequence_v2_uniforms" + +@group(0) @binding(0) var input_sampler: sampler; +@group(0) @binding(1) var input_texture: texture_2d<f32>; +@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; +} + +@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { + return textureSample(input_texture, input_sampler, in.uv); +} diff --git a/common/shaders/sequence_v2_uniforms.wgsl b/common/shaders/sequence_v2_uniforms.wgsl new file mode 100644 index 0000000..b302329 --- /dev/null +++ b/common/shaders/sequence_v2_uniforms.wgsl @@ -0,0 +1,12 @@ +// Sequence v2 uniform structure for WGSL shaders +// Matches UniformsSequenceParams in sequence_v2.h + +struct UniformsSequenceParams { + resolution: vec2<f32>, + aspect_ratio: f32, + time: f32, + beat_time: f32, + beat_phase: f32, + audio_intensity: f32, + _pad: f32, +}; |
