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path: root/assets/final/shaders/vignette.wgsl
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@group(0) @binding(0) var input_sampler: sampler;
@group(0) @binding(1) var input_tex: texture_2d<f32>;
struct CommonUniforms {
  resolution: vec2<f32>,
  aspect_ratio: f32,
  time: f32,
  beat: f32,
  audio_intensity: f32,
};
struct EffectParams {
  radius: f32,
  softness: f32,
};

@group(0) @binding(2) var<uniform> common: CommonUniforms;
@group(0) @binding(3) var<uniform> params: EffectParams;

@vertex
fn vs_main(@builtin(vertex_index) vertex_idx: 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[vertex_idx], 0.0, 1.0);
}

@fragment
fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
  let uv = pos.xy / common.resolution;
  let color = textureSample(input_tex, input_sampler, uv);

  let d = distance(uv, vec2<f32>(0.5, 0.5));
  let vignette = smoothstep(params.radius, params.radius - params.softness, d);

  return vec4<f32>(color.rgb * mix(1.0, vignette, common.audio_intensity), color.a);
}