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// Heptagon shader for Sequence v2
#include "sequence_uniforms"
// Standard v2 post-process layout (bindings 0,1 unused for scene effects)
@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
};
@vertex fn vs_main(@builtin(vertex_index) vid: u32) -> VertexOutput {
var out: VertexOutput;
let x = f32((vid & 1u) << 1u);
let y = f32((vid & 2u));
out.position = vec4<f32>(x * 2.0 - 1.0, 1.0 - y * 2.0, 0.0, 1.0);
out.uv = vec2<f32>(x, y);
return out;
}
fn sdf_heptagon(p: vec2<f32>, r: f32) -> f32 {
let k = vec3<f32>(0.868516, -0.495754, 0.357407);
var p_abs = abs(p);
p_abs -= 2.0 * k.xy * min(dot(k.xy, p_abs), 0.0);
p_abs -= 2.0 * vec2<f32>(-k.x, k.y) * min(dot(vec2<f32>(-k.x, k.y), p_abs), 0.0);
p_abs -= vec2<f32>(clamp(p_abs.x, -k.z * r, k.z * r), r);
return length(p_abs) * sign(p_abs.y);
}
@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let aspect = uniforms.aspect_ratio;
let uv = (in.uv * 2.0 - 1.0) * vec2<f32>(aspect, 1.0);
let rotation = uniforms.beat_time * 0.5;
let c = cos(rotation);
let s = sin(rotation);
let rot_uv = vec2<f32>(
uv.x * c - uv.y * s,
uv.x * s + uv.y * c
);
let dist = sdf_heptagon(rot_uv, 0.5);
let color = mix(vec3<f32>(0.2, 0.4, 0.8), vec3<f32>(1.0, 0.8, 0.2),
smoothstep(0.01, -0.01, dist));
return vec4<f32>(color, 1.0);
}
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