From 23d42560549c71e53db933a9217773a7935ac33d Mon Sep 17 00:00:00 2001 From: skal Date: Sun, 15 Feb 2026 16:58:11 +0100 Subject: debug flash-cube-effect --- src/effects/flash_cube_effect.cc | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'src/effects') diff --git a/src/effects/flash_cube_effect.cc b/src/effects/flash_cube_effect.cc index 29e9897..383e66a 100644 --- a/src/effects/flash_cube_effect.cc +++ b/src/effects/flash_cube_effect.cc @@ -60,12 +60,12 @@ void FlashCubeEffect::render(WGPURenderPassEncoder pass, // Detect beat changes for flash trigger (using intensity as proxy for beat // hits) Intensity spikes on beats, so we can use it to trigger flashes if (uniforms.audio_intensity > 0.5f && - flash_intensity_ < 0.3f) { // High intensity + flash cooled down + flash_intensity_ < 0.2f) { // High intensity + flash cooled down flash_intensity_ = 1.0f; // Trigger full flash } // Exponential decay of flash - flash_intensity_ *= 0.90f; // Slower fade for more visible effect + flash_intensity_ *= 0.95f; // Slower fade for more visible effect // Always have base brightness, add flash on top float base_brightness = 0.2f; @@ -80,7 +80,7 @@ void FlashCubeEffect::render(WGPURenderPassEncoder pass, // Slowly rotate the cube for visual interest scene_.objects[0].rotation = - quat::from_axis(vec3(0.3f, 1, 0.2f), uniforms.time * 0.05f); + quat::from_axis(vec3(0.3f, 1, 0.2f), uniforms.time * 0.04f); // Position camera OUTSIDE the cube looking at it from a distance // This way we see the cube as a background element -- cgit v1.2.3