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@group(0) @binding(0) var smplr: sampler;
@group(0) @binding(1) var txt: texture_2d<f32>;
struct Uniforms {
time: f32,
beat: f32,
intensity: f32,
aspect_ratio: f32,
resolution: vec2<f32>,
};
@group(0) @binding(2) 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, -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;
var res = vec4<f32>(0.0);
// Reduced base size + dramatic beat pulsation
let base_size = 2.0;
let pulse = 0.5 + uniforms.intensity * 2.0; // Pulsate between 0.5x and 2.5x with beat
let size = base_size * pulse;
for (var x: f32 = -2.0; x <= 2.0; x += 1.0) {
for (var y: f32 = -2.0; y <= 2.0; y += 1.0) {
res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * size / uniforms.resolution.x);
}
}
return res / 25.0;
}
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