struct Particle { pos: vec4, vel: vec4, rot: vec4, color: vec4, }; struct Uniforms { audio_peak: f32, aspect_ratio: f32, time: f32, beat: f32, }; @group(0) @binding(0) var particles: array; @group(0) @binding(1) var uniforms: 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 { let p = particles[ii]; let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_peak * 0.02; var offsets = array, 6>( vec2(-1, -1), vec2(1, -1), vec2(-1, 1), vec2(-1, 1), vec2(1, -1), vec2(1, 1) ); let offset = offsets[vi]; let c = cos(p.rot.x); 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); // 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(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); }