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Diffstat (limited to 'src/shaders/combined_postprocess.wgsl')
| -rw-r--r-- | src/shaders/combined_postprocess.wgsl | 23 |
1 files changed, 23 insertions, 0 deletions
diff --git a/src/shaders/combined_postprocess.wgsl b/src/shaders/combined_postprocess.wgsl new file mode 100644 index 0000000..c0acfe7 --- /dev/null +++ b/src/shaders/combined_postprocess.wgsl @@ -0,0 +1,23 @@ +// Example: Combined post-process using inline functions +// Demonstrates how to chain multiple simple effects without separate classes + +#include "sequence_uniforms" +#include "postprocess_inline" +#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main + +@group(0) @binding(0) var input_sampler: sampler; +@group(0) @binding(1) var input_texture: texture_2d<f32>; +@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams; + +@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f { + // Sample base color + var color = textureSample(input_texture, input_sampler, in.uv); + + // Apply effects in sequence (customize as needed) + // color = apply_solarize(color, 0.4, 0.4, uniforms.time); + // color = apply_theme(color, vec3f(1.0, 0.8, 0.6), 0.3); + color = apply_vignette(color, in.uv, 0.6, 0.1, uniforms.audio_intensity); + // color = apply_flash(color, uniforms.beat_phase * 0.2); + + return color; +} |
