diff options
Diffstat (limited to 'workspaces/main/shaders/chroma_aberration.wgsl')
| -rw-r--r-- | workspaces/main/shaders/chroma_aberration.wgsl | 35 |
1 files changed, 35 insertions, 0 deletions
diff --git a/workspaces/main/shaders/chroma_aberration.wgsl b/workspaces/main/shaders/chroma_aberration.wgsl new file mode 100644 index 0000000..6c942b7 --- /dev/null +++ b/workspaces/main/shaders/chroma_aberration.wgsl @@ -0,0 +1,35 @@ +@group(0) @binding(0) var smplr: sampler; +@group(0) @binding(1) var txt: texture_2d<f32>; + +#include "common_uniforms" +struct ChromaAberrationParams { + offset_scale: f32, + angle: f32, +}; + +@group(0) @binding(2) var<uniform> uniforms: CommonUniforms; +@group(0) @binding(3) var<uniform> params: ChromaAberrationParams; + +@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> { + var pos = array<vec2<f32>, 3>( + vec2<f32>(-1, -1), + vec2<f32>(3, -1), + vec2<f32>(-1, 3) + ); + return vec4<f32>(pos[i], 0.0, 1.0); +} + +@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { + let uv = p.xy / uniforms.resolution; + + // Compute offset magnitude and direction + let offset_mag = params.offset_scale * uniforms.audio_intensity; + let offset_dir = vec2<f32>(cos(params.angle), sin(params.angle)); + let offset = offset_mag * offset_dir; + + // Sample RGB channels with chromatic aberration + let r = textureSample(txt, smplr, uv + offset).r; + let g = textureSample(txt, smplr, uv).g; + let b = textureSample(txt, smplr, uv - offset).b; + return vec4<f32>(r, g, b, 1.0); +} |
