// 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 k = vec3(0.868516, -0.495754, 0.357407); var p_abs = abs(p); p_abs -= 2.0 * k.xy * min(dot(k.xy, p_abs), 0.0); p_abs -= 2.0 * vec2(-k.x, k.y) * min(dot(vec2(-k.x, k.y), p_abs), 0.0); p_abs -= vec2(clamp(p_abs.x, -k.z * r, k.z * r), r); return length(p_abs) * sign(p_abs.y); } @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, 0.5); 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); }