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-rw-r--r--workspaces/main/shaders/scene2.wgsl37
1 files changed, 0 insertions, 37 deletions
diff --git a/workspaces/main/shaders/scene2.wgsl b/workspaces/main/shaders/scene2.wgsl
deleted file mode 100644
index 7df91c3..0000000
--- a/workspaces/main/shaders/scene2.wgsl
+++ /dev/null
@@ -1,37 +0,0 @@
-// Scene2 effect shader - ShaderToy conversion (volumetric clouds)
-// Generated by convert_shadertoy.py
-// NOTE: Manual review recommended - conversion is basic
-
-#include "sequence_uniforms"
-#include "render/fullscreen_uv_vs"
-
-@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams;
-
-fn N(a: vec3f, p: vec3f) -> f32 {
- return abs(dot(sin(uniforms.time + 0.1 * p.z + 0.3 * p / a), a + a));
-}
-
-@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f {
- let r = uniforms.resolution;
- let frag_coord = vec2f(in.position.x, r.y - in.position.y);
- let u = (frag_coord + frag_coord - r) / r.y;
-
- var p = vec3f(0.0);
- var col = vec4f(0.0);
- var s: f32 = 0.0;
-
- for (var i: f32 = 0.0; i < 100.0; i += 1.0) {
- p += vec3f(u * s, s);
- s = 6.0 + p.y;
- s -= N(vec3f(0.08), p);
- s -= N(vec3f(0.2), p);
- s -= N(vec3f(0.6), p);
- s = 0.1 + abs(s) * 0.2;
- col += vec4f(4.0, 2.0, 1.0, 0.0) / s;
- }
-
- col *= smoothstep(0.8, 0.75, abs(u.y));
- let len_u = max(length(u), 0.0001);
- col = tanh(col / 2000.0 / len_u);
- return vec4f(col.rgb, 1.0);
-}