// Heptagon shader for Sequence v2 #include "sequence_uniforms" // Standard v2 post-process layout (bindings 0,1 unused for scene effects) @group(0) @binding(2) var uniforms: UniformsSequenceParams; struct VertexOutput { @builtin(position) position: vec4, @location(0) uv: vec2, }; @vertex fn vs_main(@builtin(vertex_index) vid: u32) -> VertexOutput { var out: VertexOutput; let x = f32((vid & 1u) << 1u); let y = f32((vid & 2u)); out.position = vec4(x * 2.0 - 1.0, 1.0 - y * 2.0, 0.0, 1.0); out.uv = vec2(x, y); return out; } fn sdf_heptagon(p: vec2, r: f32) -> f32 { let an = 3.141593 / 7.0; // PI/7 for heptagon let acs = vec2(cos(an), sin(an)); let bn = (atan2(p.x, p.y) % (2.0 * an)) - an; let q = length(p) * vec2(cos(bn), abs(sin(bn))); return length(q - r * acs) * sign(q.x - r * acs.x); } @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4 { let aspect = uniforms.aspect_ratio; let uv = (in.uv * 2.0 - 1.0) * vec2(aspect, 1.0); let rotation = uniforms.beat_time * 0.5; let c = cos(rotation); let s = sin(rotation); let rot_uv = vec2( uv.x * c - uv.y * s, uv.x * s + uv.y * c ); let dist = sdf_heptagon(rot_uv, 0.3); let color = mix(vec3(0.2, 0.4, 0.8), vec3(1.0, 0.8, 0.2), smoothstep(0.01, -0.01, dist)); return vec4(color, 1.0); }