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-rw-r--r--workspaces/main/assets.txt2
-rw-r--r--workspaces/main/shaders/particle_compute_v2.wgsl31
-rw-r--r--workspaces/main/shaders/particle_render_v2.wgsl53
-rw-r--r--workspaces/main/timeline_v2.seq7
4 files changed, 89 insertions, 4 deletions
diff --git a/workspaces/main/assets.txt b/workspaces/main/assets.txt
index de96eab..fe15cdf 100644
--- a/workspaces/main/assets.txt
+++ b/workspaces/main/assets.txt
@@ -33,6 +33,8 @@ SHADER_RAY_TRIANGLE, NONE, ../../common/shaders/ray_triangle.wgsl, "Ray-Triangle
SHADER_MAIN, NONE, shaders/main_shader.wgsl, "Main Heptagon Shader"
SHADER_PARTICLE_COMPUTE, NONE, shaders/particle_compute.wgsl, "Particle Compute Shader"
SHADER_PARTICLE_RENDER, NONE, shaders/particle_render.wgsl, "Particle Render Shader"
+SHADER_PARTICLE_COMPUTE_V2, NONE, shaders/particle_compute_v2.wgsl, "Particle Compute Shader V2"
+SHADER_PARTICLE_RENDER_V2, NONE, shaders/particle_render_v2.wgsl, "Particle Render Shader V2"
SHADER_PASSTHROUGH, NONE, ../../common/shaders/passthrough.wgsl, "Passthrough Shader"
SHADER_ELLIPSE, NONE, shaders/ellipse.wgsl, "Ellipse Shader"
SHADER_PARTICLE_SPRAY_COMPUTE, NONE, shaders/particle_spray_compute.wgsl, "Particle Spray Compute"
diff --git a/workspaces/main/shaders/particle_compute_v2.wgsl b/workspaces/main/shaders/particle_compute_v2.wgsl
new file mode 100644
index 0000000..3683826
--- /dev/null
+++ b/workspaces/main/shaders/particle_compute_v2.wgsl
@@ -0,0 +1,31 @@
+// Particle simulation (compute shader) - V2
+struct Particle {
+ pos: vec4<f32>,
+ vel: vec4<f32>,
+ rot: vec4<f32>,
+ color: vec4<f32>,
+};
+
+#include "sequence_v2_uniforms"
+
+@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
+@group(0) @binding(1) var<uniform> uniforms: UniformsSequenceParams;
+
+@compute @workgroup_size(64)
+fn main(@builtin(global_invocation_id) id: vec3<u32>) {
+ let i = id.x;
+ if (i >= arrayLength(&particles)) {
+ return;
+ }
+ var p = particles[i];
+ let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
+ p.pos = vec4<f32>(new_pos, p.pos.w);
+ p.vel.y = p.vel.y - 0.01 * (1.0 + uniforms.audio_intensity * 5.0);
+ p.rot.x = p.rot.x + p.rot.y * 0.016;
+ if (p.pos.y < -1.5) {
+ p.pos.y = 1.5;
+ p.pos.x = (f32(i % 100u) / 50.0) - 1.0 + (uniforms.audio_intensity * 0.5);
+ p.vel.y = 0.0;
+ }
+ particles[i] = p;
+}
diff --git a/workspaces/main/shaders/particle_render_v2.wgsl b/workspaces/main/shaders/particle_render_v2.wgsl
new file mode 100644
index 0000000..8663658
--- /dev/null
+++ b/workspaces/main/shaders/particle_render_v2.wgsl
@@ -0,0 +1,53 @@
+// Particle rendering (vertex + fragment) - V2
+struct Particle {
+ pos: vec4<f32>,
+ vel: vec4<f32>,
+ rot: vec4<f32>,
+ color: vec4<f32>,
+};
+
+#include "sequence_v2_uniforms"
+
+@group(0) @binding(0) var<storage, read> particles: array<Particle>;
+@group(0) @binding(1) var<uniform> uniforms: UniformsSequenceParams;
+
+struct VSOut {
+ @builtin(position) pos: vec4<f32>,
+ @location(0) color: vec4<f32>,
+ @location(1) uv: vec2<f32>,
+};
+
+@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<vec2<f32>, 6>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(1, -1),
+ vec2<f32>(-1, 1),
+ vec2<f32>(-1, 1),
+ vec2<f32>(1, -1),
+ vec2<f32>(1, 1)
+ );
+ let offset = offsets[vi];
+ let c = cos(p.rot.x);
+ let s = sin(p.rot.x);
+ let rotated_offset = vec2<f32>(offset.x * c - offset.y * s, offset.x * s + offset.y * c);
+ let pos = vec2<f32>(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 = vec4<f32>(p.color.rgb * (0.5 + 0.5 * uniforms.audio_intensity), p.color.a * lifetime_fade);
+
+ return VSOut(vec4<f32>(pos, 0.0, 1.0), color_with_fade, offset);
+}
+
+@fragment fn fs_main(@location(0) color: vec4<f32>, @location(1) uv: vec2<f32>) -> @location(0) vec4<f32> {
+ // 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 vec4<f32>(color.rgb, color.a * circle_alpha);
+}
diff --git a/workspaces/main/timeline_v2.seq b/workspaces/main/timeline_v2.seq
index b0ab993..2dc1720 100644
--- a/workspaces/main/timeline_v2.seq
+++ b/workspaces/main/timeline_v2.seq
@@ -18,10 +18,9 @@ SEQUENCE 8.00 0 "flash_cube"
EFFECT + PlaceholderEffect temp1 -> sink 0.00 0.40
SEQUENCE 12.00 1 "particles"
- # ParticleSpray (placeholder) -> Particles (placeholder) -> Blur -> sink
- EFFECT + PlaceholderEffect source -> temp1 0.00 2.00
- EFFECT + PlaceholderEffect temp1 -> temp2 2.00 4.00
- EFFECT = GaussianBlurEffect temp2 -> sink 0.00 4.00
+ # Particles -> Blur -> sink
+ EFFECT + ParticlesEffectV2 source -> temp1 0.00 4.00
+ EFFECT = GaussianBlurEffect temp1 -> sink 0.00 4.00
SEQUENCE 16.00 2 "hybrid_heptagon"
# Theme (placeholder) -> Heptagon -> ParticleSpray (placeholder) -> Particles (placeholder) -> Hybrid3D (placeholder) -> sink