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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 col = textureSample(txt, smplr, uv);
// Patterns are 2 seconds long (120 BPM, 4 beats)
let pattern_num = u32(uniforms.time / 2.0);
let is_even_pattern = (pattern_num % 2u) == 0u;
// Reduced threshold range for subtler effect
let thr = 0.4 + 0.15 * sin(uniforms.time);
let solarize_strength = 0.4; // Reduced from 1.0 for less saturation
if (is_even_pattern) {
// Even patterns: Subtle red-orange tint
if (col.r < thr) {
col.r = mix(col.r, 1.0 - col.r, solarize_strength);
}
if (col.g < thr) {
col.g = mix(col.g, 1.0 - col.g * 0.7, solarize_strength * 0.7);
}
if (col.b < thr) {
col.b = mix(col.b, col.b * 0.5, solarize_strength);
}
} else {
// Odd patterns: Subtle blue-cyan tint
if (col.r < thr) {
col.r = mix(col.r, col.r * 0.6, solarize_strength);
}
if (col.g < thr) {
col.g = mix(col.g, 1.0 - col.g * 0.8, solarize_strength * 0.8);
}
if (col.b < thr) {
col.b = mix(col.b, 1.0 - col.b, solarize_strength);
}
}
return col;
}
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