diff options
Diffstat (limited to 'workspaces/main/shaders/gaussian_blur.wgsl')
| -rw-r--r-- | workspaces/main/shaders/gaussian_blur.wgsl | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/workspaces/main/shaders/gaussian_blur.wgsl b/workspaces/main/shaders/gaussian_blur.wgsl index 4e845ff..68e0720 100644 --- a/workspaces/main/shaders/gaussian_blur.wgsl +++ b/workspaces/main/shaders/gaussian_blur.wgsl @@ -16,17 +16,17 @@ struct GaussianBlurParams { @group(0) @binding(2) var<uniform> uniforms: CommonUniforms; @group(0) @binding(3) var<uniform> params: GaussianBlurParams; -@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { +@fragment fn fs_main(@builtin(position) p: vec4f) -> @location(0) vec4f { // Parameterized strength + dramatic beat pulsation let pulse = 1.0 + uniforms.audio_intensity * params.strength_audio; // Pulsate beat let size = params.strength * pulse; - let dir = vec2<f32>(1., params.stretch) * size / uniforms.resolution.x; + let dir = vec2f(1., params.stretch) * size / uniforms.resolution.x; let uv = p.xy / uniforms.resolution; - var res = vec4<f32>(0.0); + var res = vec4f(0.0); for (var x: f32 = -2.0; x <= 2.0; x += 1.0) { for (var y: f32 = -2.0; y <= 2.0; y += 1.0) { - res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * dir); + res += textureSample(txt, smplr, uv + vec2f(x, y) * dir); } } return res * (1. / 25.0); |
