49 lines
1.3 KiB
WebGPU Shading Language
49 lines
1.3 KiB
WebGPU Shading Language
struct Time {
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value : f32,
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}
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struct Uniforms {
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scale : f32,
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offsetX : f32,
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offsetY : f32,
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scalar : f32,
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scalarOffset : f32,
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}
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@binding(0) @group(0) var<uniform> time : Time;
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@binding(1) @group(0) var<uniform> uniforms : Uniforms;
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struct VertexOutput {
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@builtin(position)
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Position : vec4<f32>,
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@location(0)
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v_color : vec4<f32>,
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}
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@stage(vertex)
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fn vert_main(@location(0) position : vec4<f32>, @location(1) color : vec4<f32>) -> VertexOutput {
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var fade : f32 = ((uniforms.scalarOffset + ((time.value * uniforms.scalar) / 10.0)) % 1.0);
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if ((fade < 0.5)) {
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fade = (fade * 2.0);
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} else {
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fade = ((1.0 - fade) * 2.0);
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}
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var xpos : f32 = (position.x * uniforms.scale);
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var ypos : f32 = (position.y * uniforms.scale);
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var angle : f32 = ((3.141590118 * 2.0) * fade);
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var xrot : f32 = ((xpos * cos(angle)) - (ypos * sin(angle)));
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var yrot : f32 = ((xpos * sin(angle)) + (ypos * cos(angle)));
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xpos = (xrot + uniforms.offsetX);
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ypos = (yrot + uniforms.offsetY);
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var output : VertexOutput;
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output.v_color = (vec4<f32>(fade, (1.0 - fade), 0.0, 1.0) + color);
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output.Position = vec4<f32>(xpos, ypos, 0.0, 1.0);
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return output;
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}
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@stage(fragment)
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fn frag_main(@location(0) v_color : vec4<f32>) -> @location(0) vec4<f32> {
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return v_color;
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}
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