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// Heptagon shader for Sequence v2
#include "sequence_uniforms"
#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main
// Standard v2 post-process layout (bindings 0,1 unused for scene effects)
@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams;
fn sdf_heptagon(p: vec2f, r: f32) -> f32 {
let an = 3.141593 / 7.0; // PI/7 for heptagon
let acs = vec2f(cos(an), sin(an));
let two_an = 2.0 * an;
let angle = atan2(p.y, p.x);
let bn = ((angle % two_an) + two_an) % two_an - an;
let q = length(p) * vec2f(cos(bn), abs(sin(bn)));
return length(q - r * acs) * sign(q.x - r * acs.x);
}
@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f {
let aspect = uniforms.aspect_ratio;
let uv = (in.uv * 2.0 - 1.0) * vec2f(aspect, 1.0);
let rotation = uniforms.beat_time * 0.5;
let c = cos(rotation);
let s = sin(rotation);
let rot_uv = vec2f(
uv.x * c - uv.y * s,
uv.x * s + uv.y * c
);
let dist = sdf_heptagon(rot_uv, 0.3 + 0.5 * uniforms.audio_intensity);
let color = mix(vec3f(0.2, 0.4, 0.8), vec3f(1.0, 0.8, 0.2),
smoothstep(0.01, -0.01, dist));
return vec4f(color, 1.0);
}
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