From 2036b60992bcd28d585d237fd0f57243f7675e5f Mon Sep 17 00:00:00 2001 From: skal Date: Fri, 6 Feb 2026 17:27:57 +0100 Subject: feat(particles): Implement transparent circular particles with alpha blending (Task #53) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit ## Visual Improvements - Particles now render as smooth fading circles instead of squares - Added UV coordinates to vertex shader output - Fragment shader applies circular falloff (smoothstep 1.0 to 0.5) - Lifetime-based fade: alpha multiplied by particle.pos.w (1.0 → 0.0) ## Pipeline Changes - Enabled alpha blending for particle shaders (auto-detected via strstr) - Blend mode: SrcAlpha + OneMinusSrcAlpha (standard alpha blending) - Alpha channel: One + OneMinusSrcAlpha for proper compositing ## Demo Integration - Added 5 ParticleSprayEffect instances at key moments (6b, 12b, 17b, 24b, 56b) - Increased particle presence throughout demo - Particles now more visually impactful with transparency ## Files Modified - assets/final/shaders/particle_render.wgsl: Circular fade logic - src/gpu/gpu.cc: Auto-enable blending for particle shaders - assets/demo.seq: Added ParticleSprayEffect at multiple sequences ## Testing - All 23 tests pass (100%) - Verified with demo64k visual inspection --- assets/final/shaders/particle_render.wgsl | 19 ++++++++++++++++--- 1 file changed, 16 insertions(+), 3 deletions(-) (limited to 'assets/final') diff --git a/assets/final/shaders/particle_render.wgsl b/assets/final/shaders/particle_render.wgsl index 6f115ec..6a955f0 100644 --- a/assets/final/shaders/particle_render.wgsl +++ b/assets/final/shaders/particle_render.wgsl @@ -18,6 +18,7 @@ struct Uniforms { struct VSOut { @builtin(position) pos: vec4, @location(0) color: vec4, + @location(1) uv: vec2, }; @vertex fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut { @@ -36,9 +37,21 @@ struct VSOut { let s = sin(p.rot.x); let rotated_offset = vec2(offset.x * c - offset.y * s, offset.x * s + offset.y * c); let pos = vec2(p.pos.x + rotated_offset.x * size / uniforms.aspect_ratio, p.pos.y + rotated_offset.y * size); - return VSOut(vec4(pos, 0.0, 1.0), p.color * (0.5 + 0.5 * uniforms.audio_peak)); + + // 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(p.color.rgb * (0.5 + 0.5 * uniforms.audio_peak), p.color.a * lifetime_fade); + + return VSOut(vec4(pos, 0.0, 1.0), color_with_fade, offset); } -@fragment fn fs_main(@location(0) color: vec4) -> @location(0) vec4 { - return color; +@fragment fn fs_main(@location(0) color: vec4, @location(1) uv: vec2) -> @location(0) vec4 { + // 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(color.rgb, color.a * circle_alpha); } -- cgit v1.2.3