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Diffstat (limited to 'src/gpu/effects/fade_effect.cc')
-rw-r--r--src/gpu/effects/fade_effect.cc21
1 files changed, 7 insertions, 14 deletions
diff --git a/src/gpu/effects/fade_effect.cc b/src/gpu/effects/fade_effect.cc
index 39b54e0..93684d8 100644
--- a/src/gpu/effects/fade_effect.cc
+++ b/src/gpu/effects/fade_effect.cc
@@ -72,26 +72,19 @@ void FadeEffect::update_bind_group(WGPUTextureView input_view) {
uniforms_.get(), params_buffer_);
}
-void FadeEffect::render(WGPURenderPassEncoder pass, float time, float beat,
- float intensity, float aspect_ratio) {
- const CommonPostProcessUniforms u = {
- .resolution = {(float)width_, (float)height_},
- .aspect_ratio = aspect_ratio,
- .time = time,
- .beat = beat,
- .audio_intensity = intensity,
- };
- uniforms_.update(ctx_.queue, u);
+void FadeEffect::render(WGPURenderPassEncoder pass,
+ const CommonPostProcessUniforms& uniforms) {
+ uniforms_.update(ctx_.queue, uniforms);
// Example fade pattern: fade in at start, fade out at end
// Customize this based on your needs
float fade_amount = 1.0f;
- if (time < 2.0f) {
+ if (uniforms.time < 2.0f) {
// Fade in from black over first 2 seconds
- fade_amount = time / 2.0f;
- } else if (time > 36.0f) {
+ fade_amount = uniforms.time / 2.0f;
+ } else if (uniforms.time > 36.0f) {
// Fade out to black after 36 seconds
- fade_amount = 1.0f - ((time - 36.0f) / 4.0f);
+ fade_amount = 1.0f - ((uniforms.time - 36.0f) / 4.0f);
fade_amount = fmaxf(fade_amount, 0.0f);
}