summaryrefslogtreecommitdiff
path: root/workspaces/main/shaders/particle_render.wgsl
diff options
context:
space:
mode:
Diffstat (limited to 'workspaces/main/shaders/particle_render.wgsl')
-rw-r--r--workspaces/main/shaders/particle_render.wgsl53
1 files changed, 0 insertions, 53 deletions
diff --git a/workspaces/main/shaders/particle_render.wgsl b/workspaces/main/shaders/particle_render.wgsl
deleted file mode 100644
index ef0db42..0000000
--- a/workspaces/main/shaders/particle_render.wgsl
+++ /dev/null
@@ -1,53 +0,0 @@
-// Particle rendering (vertex + fragment) - V2
-struct Particle {
- pos: vec4f,
- vel: vec4f,
- rot: vec4f,
- color: vec4f,
-};
-
-#include "sequence_uniforms"
-
-@group(0) @binding(0) var<storage, read> particles: array<Particle>;
-@group(0) @binding(1) var<uniform> uniforms: UniformsSequenceParams;
-
-struct VSOut {
- @builtin(position) pos: vec4f,
- @location(0) color: vec4f,
- @location(1) uv: vec2f,
-};
-
-@vertex fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut {
- let p = particles[ii];
- let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_intensity * 0.02;
- var offsets = array<vec2f, 6>(
- vec2f(-1, -1),
- vec2f(1, -1),
- vec2f(-1, 1),
- vec2f(-1, 1),
- vec2f(1, -1),
- vec2f(1, 1)
- );
- let offset = offsets[vi];
- let c = cos(p.rot.x);
- let s = sin(p.rot.x);
- let rotated_offset = vec2f(offset.x * c - offset.y * s, offset.x * s + offset.y * c);
- let pos = vec2f(p.pos.x + rotated_offset.x * size / uniforms.aspect_ratio, p.pos.y + rotated_offset.y * size);
-
- // Fade based on lifetime (p.pos.w goes from 1.0 to 0.0)
- let lifetime_fade = p.pos.w;
- let color_with_fade = vec4f(p.color.rgb * (0.5 + 0.5 * uniforms.audio_intensity), p.color.a * lifetime_fade);
-
- return VSOut(vec4f(pos, 0.0, 1.0), color_with_fade, offset);
-}
-
-@fragment fn fs_main(@location(0) color: vec4f, @location(1) uv: vec2f) -> @location(0) vec4f {
- // Calculate distance from center for circular shape
- let dist = length(uv);
-
- // Smooth circular falloff (1.0 at center, 0.0 at edge)
- let circle_alpha = smoothstep(1.0, 0.5, dist);
-
- // Apply circular fade to alpha channel
- return vec4f(color.rgb, color.a * circle_alpha);
-}