struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, resolution: vec2, }; @group(0) @binding(0) var uniforms: Uniforms; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { var pos = array, 3>( vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0) ); return vec4(pos[i], 0.0, 1.0); } fn sdEllipse(p: vec2, ab: vec2) -> f32 { var p_abs = abs(p); if (p_abs.x > p_abs.y) { p_abs = vec2(p_abs.y, p_abs.x); } let l = ab.y * ab.y - ab.x * ab.x; let m = ab.x * p_abs.x / l; let n = ab.y * p_abs.y / l; let m2 = m * m; let n2 = n * n; let c = (m2 + n2 - 1.0) / 3.0; let c3 = c * c * c; let d = c3 + m2 * n2; let g = m + m * n2; var co: f32; if (d < 0.0) { let h = acos((c3 + m2 * n2 * 2.0) / c3) / 3.0; let s = cos(h); let t = sin(h) * sqrt(3.0); co = (sqrt(-c * (s + t * 2.0) + m2) + sign(l) * sqrt(-c * (s - t * 2.0) + m2) + abs(g) / (sqrt(-c * (s + t * 2.0) + m2) * sqrt(-c * (s - t * 2.0) + m2)) - m) / 2.0; } else { let h = 2.0 * m * n * sqrt(d); let s = sign(c3 + m2 * n2 + h) * pow(abs(c3 + m2 * n2 + h), 1.0 / 3.0); let u = sign(c3 + m2 * n2 - h) * pow(abs(c3 + m2 * n2 - h), 1.0 / 3.0); let rx = -s - u + m2 * 2.0; let ry = (s - u) * sqrt(3.0); co = (ry / sqrt(sqrt(rx * rx + ry * ry) - rx) + 2.0 * g / sqrt(rx * rx + ry * ry) - m) / 2.0; } let si = sqrt(max(0.0, 1.0 - co * co)); return length(p_abs - vec2(ab.x * co, ab.y * si)) * sign(p_abs.y * ab.x * co - p_abs.x * ab.y * si); } @fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { let uv = (p.xy / uniforms.resolution - 0.5) * 2.0; let movement = vec2(sin(uniforms.time * 0.7), cos(uniforms.time * 0.5)); let d = sdEllipse((uv * vec2(uniforms.aspect_ratio, 1.0)) - movement, vec2(0.5, 0.3) * (1.0 + uniforms.beat * 0.2)); return mix(vec4(0.2, 0.8, 0.4, 1.0), vec4(0.0), smoothstep(0.0, 0.01, d)); }