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-rw-r--r--src/effects/flash_cube_effect.cc6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/effects/flash_cube_effect.cc b/src/effects/flash_cube_effect.cc
index 29e9897..383e66a 100644
--- a/src/effects/flash_cube_effect.cc
+++ b/src/effects/flash_cube_effect.cc
@@ -60,12 +60,12 @@ void FlashCubeEffect::render(WGPURenderPassEncoder pass,
// Detect beat changes for flash trigger (using intensity as proxy for beat
// hits) Intensity spikes on beats, so we can use it to trigger flashes
if (uniforms.audio_intensity > 0.5f &&
- flash_intensity_ < 0.3f) { // High intensity + flash cooled down
+ flash_intensity_ < 0.2f) { // High intensity + flash cooled down
flash_intensity_ = 1.0f; // Trigger full flash
}
// Exponential decay of flash
- flash_intensity_ *= 0.90f; // Slower fade for more visible effect
+ flash_intensity_ *= 0.95f; // Slower fade for more visible effect
// Always have base brightness, add flash on top
float base_brightness = 0.2f;
@@ -80,7 +80,7 @@ void FlashCubeEffect::render(WGPURenderPassEncoder pass,
// Slowly rotate the cube for visual interest
scene_.objects[0].rotation =
- quat::from_axis(vec3(0.3f, 1, 0.2f), uniforms.time * 0.05f);
+ quat::from_axis(vec3(0.3f, 1, 0.2f), uniforms.time * 0.04f);
// Position camera OUTSIDE the cube looking at it from a distance
// This way we see the cube as a background element