@group(0) @binding(0) var smplr: sampler; @group(0) @binding(1) var txt: texture_2d; struct Uniforms { time: f32, beat: f32, intensity: f32, aspect_ratio: f32, resolution: vec2, }; @group(0) @binding(2) var uniforms: Uniforms; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { var pos = array, 3>( vec2(-1, -1), vec2(3, -1), vec2(-1, 3) ); return vec4(pos[i], 0.0, 1.0); } @fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { let uv = p.xy / uniforms.resolution; var col = textureSample(txt, smplr, uv); let thr = 0.5 + 0.3 * sin(uniforms.time); if (col.r < thr) { col.r = 1.0 - col.r; } if (col.g < thr) { col.g = 1.0 - col.g; } if (col.b < thr) { col.b = 1.0 - col.b; } return col; }