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const PI: f32 = 3.1415926535897932384626433832795; | ||
struct TimeUniform { | ||
time: f32, | ||
}; | ||
@group(1) @binding(0) | ||
var<uniform> u_time: TimeUniform; | ||
struct Params { | ||
lambda: f32, | ||
theta: f32, | ||
alpha:f32, | ||
sigma: f32, | ||
gamma: f32, | ||
blue:f32, | ||
}; | ||
@group(0) @binding(1) | ||
var<uniform> params: Params; | ||
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fn applyGamma(color: vec3<f32>, gamma: f32) -> vec3<f32> { | ||
return pow(color, vec3<f32>(1.0 / gamma, 1.0 / gamma, 1.0 / gamma)); | ||
} | ||
fn GaborPatch(uv: vec2<f32>, theta: f32, lambda: f32, sigma: f32, gamma: f32, psi: f32) -> f32 { | ||
let xp: f32 = uv.x * cos(theta) - uv.y * sin(theta); | ||
let yp: f32 = uv.x * sin(theta) + uv.y * cos(theta); | ||
let envelope: f32 = exp(-((xp * xp) + (gamma * gamma * yp * yp)) / (2.0 * sigma * sigma)); | ||
let carrier: f32 = cos(2.0 * PI * xp / lambda + psi); | ||
return envelope * carrier; | ||
} | ||
@fragment | ||
fn main(@builtin(position) FragCoord: vec4<f32>) -> @location(0) vec4<f32> { | ||
let resolution: vec2<f32> = vec2<f32>(1920.0, 1080.0); | ||
var uv: vec2<f32> = (FragCoord.xy / resolution) - vec2<f32>(0.5, 0.5); | ||
var color: vec3<f32> = vec3<f32>(0.5, 0.5, 0.5); | ||
let lambda: f32 = 0.06; | ||
let sigma: f32 = 0.03; | ||
let gamma: f32 = 1.0; | ||
let psi: f32 = PI / 2.0; | ||
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for (var i: i32 = 0; i < 2; i = i + 1) { | ||
var sign: f32 = 0.0; | ||
if (i == 0) { | ||
sign = 1.3; | ||
} else { | ||
sign = -1.3; | ||
} | ||
for (var t: f32 = -0.6; t <= 0.6; t = t + 0.05) { | ||
let linePos: vec2<f32> = vec2<f32>(1.8 * t - 0.6, t * sign * (resolution.y / resolution.x)); | ||
let theta: f32 = sign * PI / 2.0; | ||
let patchUV: vec2<f32> = uv - linePos; | ||
let gabor: f32 = GaborPatch(patchUV, theta, lambda, sigma, gamma, psi); | ||
color = color + 0.5 * vec3<f32>(gabor, gabor, gabor); | ||
} | ||
} | ||
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let ballX: f32 = sin(u_time.time * 1.5) * 0.3 + 0.1; | ||
let distance: f32 = length(uv - vec2<f32>(ballX, 0.0)); | ||
let ball: f32 = smoothstep(0.02, 0.01, distance); | ||
let red: vec3<f32> = vec3<f32>(1.0, 0.0, 0.0); | ||
color = mix(color, red, ball); | ||
color = applyGamma(color,0.5); | ||
return vec4<f32>(color, 1.0); | ||
} |