diff options
Diffstat (limited to 'workspaces/main')
| -rw-r--r-- | workspaces/main/assets.txt | 1 | ||||
| -rw-r--r-- | workspaces/main/shaders/flash.wgsl | 27 |
2 files changed, 28 insertions, 0 deletions
diff --git a/workspaces/main/assets.txt b/workspaces/main/assets.txt index 71dd7e0..8c62ea4 100644 --- a/workspaces/main/assets.txt +++ b/workspaces/main/assets.txt @@ -88,3 +88,4 @@ SHADER_POSTPROCESS_INLINE, NONE, ../../common/shaders/postprocess_inline.wgsl, " SHADER_PASSTHROUGH_V2, NONE, ../../common/shaders/passthrough.wgsl, "Passthrough Shader" SHADER_GAUSSIAN_BLUR_V2, NONE, ../../common/shaders/gaussian_blur.wgsl, "Gaussian Blur Shader" SHADER_HEPTAGON_V2, NONE, ../../common/shaders/heptagon.wgsl, "Heptagon Shader" +SHADER_FLASH, NONE, shaders/flash.wgsl, "Flash Shader" diff --git a/workspaces/main/shaders/flash.wgsl b/workspaces/main/shaders/flash.wgsl new file mode 100644 index 0000000..8f8c64c --- /dev/null +++ b/workspaces/main/shaders/flash.wgsl @@ -0,0 +1,27 @@ +// Flash shader for visual sync testing +// Pulses white on beat +#include "sequence_uniforms" + +@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams; + +struct VertexOutput { + @builtin(position) position: vec4<f32>, + @location(0) uv: vec2<f32>, +}; + +@vertex fn vs_main(@builtin(vertex_index) vid: u32) -> VertexOutput { + var out: VertexOutput; + let x = f32((vid & 1u) << 1u); + let y = f32((vid & 2u)); + out.position = vec4<f32>(x * 2.0 - 1.0, 1.0 - y * 2.0, 0.0, 1.0); + out.uv = vec2<f32>(x, y); + return out; +} + +@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { + // Strong flash on beat, fades quickly + let intensity = pow(1.0 - uniforms.beat_phase, 4.0); + // Add audio intensity for extra punch + let final_intensity = intensity * (1.0 + uniforms.audio_intensity * 0.5); + return vec4<f32>(final_intensity, final_intensity, final_intensity, 1.0); +} |
