diff options
Diffstat (limited to 'workspaces/main/shaders/particle_render.wgsl')
| -rw-r--r-- | workspaces/main/shaders/particle_render.wgsl | 53 |
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); -} |
