diff options
Diffstat (limited to 'src/effects')
| -rw-r--r-- | src/effects/flash_cube_effect.cc | 6 | ||||
| -rw-r--r-- | src/effects/gaussian_blur_effect.h | 4 | ||||
| -rw-r--r-- | src/effects/particle_spray_effect.h | 2 | ||||
| -rw-r--r-- | src/effects/particles_effect.h | 2 | ||||
| -rw-r--r-- | src/effects/sdf_test_effect.cc | 4 |
5 files changed, 9 insertions, 9 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 diff --git a/src/effects/gaussian_blur_effect.h b/src/effects/gaussian_blur_effect.h index 651c5c3..bf1062f 100644 --- a/src/effects/gaussian_blur_effect.h +++ b/src/effects/gaussian_blur_effect.h @@ -8,9 +8,9 @@ // Parameters for GaussianBlurEffect (set at construction time) struct GaussianBlurParams { - float strength = 1.0f; // Default + float strength = 1.0f; // Default float strength_audio = 0.5f; // how much to pulse with audio - float stretch = 1.f; // y/x axis ratio + float stretch = 1.f; // y/x axis ratio float _pad = 0.; }; static_assert(sizeof(GaussianBlurParams) == 16, diff --git a/src/effects/particle_spray_effect.h b/src/effects/particle_spray_effect.h index c83d691..216e13f 100644 --- a/src/effects/particle_spray_effect.h +++ b/src/effects/particle_spray_effect.h @@ -3,8 +3,8 @@ #pragma once -#include "gpu/effect.h" #include "effects/particle_defs.h" +#include "gpu/effect.h" class ParticleSprayEffect : public Effect { public: diff --git a/src/effects/particles_effect.h b/src/effects/particles_effect.h index 6d46ea2..a69039f 100644 --- a/src/effects/particles_effect.h +++ b/src/effects/particles_effect.h @@ -3,8 +3,8 @@ #pragma once -#include "gpu/effect.h" #include "effects/particle_defs.h" +#include "gpu/effect.h" class ParticlesEffect : public Effect { public: diff --git a/src/effects/sdf_test_effect.cc b/src/effects/sdf_test_effect.cc index 28b3513..264809f 100644 --- a/src/effects/sdf_test_effect.cc +++ b/src/effects/sdf_test_effect.cc @@ -9,8 +9,8 @@ SDFTestEffect::SDFTestEffect(const GpuContext& ctx) : SDFEffect(ctx) { ResourceBinding bindings[] = { {uniforms_.get(), WGPUBufferBindingType_Uniform}, {camera_params_.get(), WGPUBufferBindingType_Uniform}}; - pass_ = gpu_create_render_pass(ctx_.device, ctx_.format, - sdf_test_shader_wgsl, bindings, 2); + pass_ = gpu_create_render_pass(ctx_.device, ctx_.format, sdf_test_shader_wgsl, + bindings, 2); pass_.vertex_count = 3; } |
