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path: root/assets/final/shaders/ellipse.wgsl
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struct Uniforms {
    time: f32,
    beat: f32,
    intensity: f32,
    aspect_ratio: f32,
    resolution: vec2<f32>,
};

@group(0) @binding(0) var<uniform> uniforms: Uniforms;

@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
    var pos = array<vec2<f32>, 3>(
        vec2<f32>(-1.0, -1.0),
        vec2<f32>(3.0, -1.0),
        vec2<f32>(-1.0, 3.0)
    );
    return vec4<f32>(pos[i], 0.0, 1.0);
}

fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 {
    var p_abs = abs(p);
    if (p_abs.x > p_abs.y) {
        p_abs = vec2<f32>(p_abs.y, p_abs.x);
    }
    let l = ab.y * ab.y - ab.x * ab.x;
    let m = ab.x * p_abs.x / l;
    let n = ab.y * p_abs.y / l;
    let m2 = m * m;
    let n2 = n * n;
    let c = (m2 + n2 - 1.0) / 3.0;
    let c3 = c * c * c;
    let d = c3 + m2 * n2;
    let g = m + m * n2;
    var co: f32;
    if (d < 0.0) {
        let h = acos((c3 + m2 * n2 * 2.0) / c3) / 3.0;
        let s = cos(h);
        let t = sin(h) * sqrt(3.0);
        co = (sqrt(-c * (s + t * 2.0) + m2) + sign(l) * sqrt(-c * (s - t * 2.0) + m2) + abs(g) / (sqrt(-c * (s + t * 2.0) + m2) * sqrt(-c * (s - t * 2.0) + m2)) - m) / 2.0;
    } else {
        let h = 2.0 * m * n * sqrt(d);
        let s = sign(c3 + m2 * n2 + h) * pow(abs(c3 + m2 * n2 + h), 1.0 / 3.0);
        let u = sign(c3 + m2 * n2 - h) * pow(abs(c3 + m2 * n2 - h), 1.0 / 3.0);
        let rx = -s - u + m2 * 2.0;
        let ry = (s - u) * sqrt(3.0);
        co = (ry / sqrt(sqrt(rx * rx + ry * ry) - rx) + 2.0 * g / sqrt(rx * rx + ry * ry) - m) / 2.0;
    }
    let si = sqrt(max(0.0, 1.0 - co * co));
    return length(p_abs - vec2<f32>(ab.x * co, ab.y * si)) * sign(p_abs.y * ab.x * co - p_abs.x * ab.y * si);
}

@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
    let uv = (p.xy / uniforms.resolution - 0.5) * 2.0;
    let movement = vec2<f32>(sin(uniforms.time * 0.7), cos(uniforms.time * 0.5));
    let d = sdEllipse((uv * vec2<f32>(uniforms.aspect_ratio, 1.0)) - movement, vec2<f32>(0.5, 0.3) * (1.0 + uniforms.beat * 0.2));
    return mix(vec4<f32>(0.2, 0.8, 0.4, 1.0), vec4<f32>(0.0), smoothstep(0.0, 0.01, d));
}