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path: root/workspaces/main/shaders/distort.wgsl
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@group(0) @binding(0) var smplr: sampler;
@group(0) @binding(1) var txt: texture_2d<f32>;

#include "common_uniforms"

struct DistortParams {
    strength: f32,
    speed: f32,
};

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

#include "render/fullscreen_vs"

@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
    let uv = p.xy / uniforms.resolution;
    let dist = params.strength * uniforms.audio_intensity * sin(uv.y * 20.0 + uniforms.time * params.speed * 5.0);
    return textureSample(txt, smplr, uv + vec2<f32>(dist, 0.0));
}