summaryrefslogtreecommitdiff
path: root/src/effects
diff options
context:
space:
mode:
Diffstat (limited to 'src/effects')
-rw-r--r--src/effects/flash_cube_effect.cc6
-rw-r--r--src/effects/gaussian_blur_effect.h4
-rw-r--r--src/effects/particle_spray_effect.h2
-rw-r--r--src/effects/particles_effect.h2
-rw-r--r--src/effects/sdf_test_effect.cc4
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;
}