diff options
Diffstat (limited to 'src/gpu/effects/theme_modulation_effect.cc')
| -rw-r--r-- | src/gpu/effects/theme_modulation_effect.cc | 17 |
1 files changed, 10 insertions, 7 deletions
diff --git a/src/gpu/effects/theme_modulation_effect.cc b/src/gpu/effects/theme_modulation_effect.cc index 4ddb1f4..d2705d5 100644 --- a/src/gpu/effects/theme_modulation_effect.cc +++ b/src/gpu/effects/theme_modulation_effect.cc @@ -51,7 +51,8 @@ ThemeModulationEffect::ThemeModulationEffect(WGPUDevice device, WGPUQueue queue, pipeline_ = create_post_process_pipeline(device, format, shader_code); // Create uniform buffer (4 floats: brightness + padding) - uniforms_ = gpu_create_buffer(device, 16, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); + uniforms_ = gpu_create_buffer( + device, 16, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); } void ThemeModulationEffect::update_bind_group(WGPUTextureView input_view) { @@ -59,22 +60,24 @@ void ThemeModulationEffect::update_bind_group(WGPUTextureView input_view) { } void ThemeModulationEffect::render(WGPURenderPassEncoder pass, float time, - float beat, float intensity, - float aspect_ratio) { + float beat, float intensity, + float aspect_ratio) { (void)beat; (void)intensity; (void)aspect_ratio; // Alternate between bright and dark every 4 seconds (2 pattern changes) // Music patterns change every 2 seconds at 120 BPM - float cycle_time = fmodf(time, 8.0f); // 8 second cycle (4 patterns) - bool is_dark_section = (cycle_time >= 4.0f); // Dark for second half + float cycle_time = fmodf(time, 8.0f); // 8 second cycle (4 patterns) + bool is_dark_section = (cycle_time >= 4.0f); // Dark for second half // Smooth transition between themes using a sine wave - float transition = (std::sin(time * 3.14159f / 4.0f) + 1.0f) * 0.5f; // 0.0 to 1.0 + float transition = + (std::sin(time * 3.14159f / 4.0f) + 1.0f) * 0.5f; // 0.0 to 1.0 float bright_value = 1.0f; float dark_value = 0.35f; - float theme_brightness = bright_value + (dark_value - bright_value) * transition; + float theme_brightness = + bright_value + (dark_value - bright_value) * transition; // Update uniform buffer float uniforms[4] = {theme_brightness, 0.0f, 0.0f, 0.0f}; |
