struct Uniforms { audio_peak: f32, aspect_ratio: f32, time: f32, }; @group(0) @binding(0) var uniforms: Uniforms; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { let PI = 3.14159265; let num_sides = 7.0; let scale = 0.5 + 0.3 * uniforms.audio_peak; let tri_idx = f32(i / 3u); let sub_idx = i % 3u; if (sub_idx == 0u) { return vec4(0.0, 0.0, 0.0, 1.0); } let angle = (tri_idx + f32(sub_idx - 1u)) * 2.0 * PI / num_sides + uniforms.time * 0.5; return vec4(scale * cos(angle) / uniforms.aspect_ratio, scale * sin(angle), 0.0, 1.0); } @fragment fn fs_main() -> @location(0) vec4 { let h = uniforms.time * 2.0 + uniforms.audio_peak * 3.0; let r = sin(h) * 0.5 + 0.5; let g = sin(h + 2.0) * 0.9 + 0.3; let b = sin(h + 4.0) * 0.5 + 0.5; let boost = uniforms.audio_peak * 0.5; return vec4(r + boost, g + boost, b + boost, 1.0); }