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@group(0) @binding(0) var smplr: sampler;
@group(0) @binding(1) var txt: texture_2d<f32>;
struct CommonUniforms {
resolution: vec2<f32>,
_pad0: f32,
_pad1: f32,
aspect_ratio: f32,
time: f32,
beat: f32,
audio_intensity: f32,
};
struct DistortParams {
strength: f32,
speed: f32,
};
@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
@group(0) @binding(3) var<uniform> params: DistortParams;
@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1, -1),
vec2<f32>(3, -1),
vec2<f32>(-1, 3)
);
return vec4<f32>(pos[i], 0.0, 1.0);
}
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
let uv = p.xy / uniforms.resolution;
let dist = params.strength * uniforms.audio_intensity * sin(uv.y * 20.0 + uniforms.time * params.speed * 5.0);
return textureSample(txt, smplr, uv + vec2<f32>(dist, 0.0));
}
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