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// Example: Combined post-process using inline functions
// Demonstrates how to chain multiple simple effects without separate classes
#include "sequence_uniforms"
#include "postprocess_inline"
#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main
@group(0) @binding(0) var input_sampler: sampler;
@group(0) @binding(1) var input_texture: texture_2d<f32>;
@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams;
@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f {
// Sample base color
var color = textureSampleYUp(input_texture, input_sampler, in.uv);
// Apply effects in sequence (customize as needed)
// color = apply_solarize(color, 0.4, 0.4, uniforms.time);
// color = apply_theme(color, vec3f(1.0, 0.8, 0.6), 0.3);
color = apply_vignette(color, in.uv, 0.6, 0.1, uniforms.audio_intensity);
// color = apply_flash(color, uniforms.beat_phase * 0.2);
return color;
}
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