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-rw-r--r--workspaces/main/assets.txt1
-rw-r--r--workspaces/main/shaders/flash.wgsl27
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);
+}