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new visualizer
1 parent 05daf18 commit 0efe702

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src/shaders/vis_cuboids.wgsl

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// INCLUDE: common
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@group(0) @binding(0) var<uniform> audio: AudioUniforms;
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@group(0) @binding(2) var history_tex: texture_2d<f32>;
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fn hash21(p: vec2<f32>) -> f32 {
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var p3 = fract(vec3<f32>(p.xyx) * 0.1031);
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p3 = p3 + dot(p3, p3.yzx + 33.33);
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return fract((p3.x + p3.y) * p3.z);
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}
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fn sdWireframeBox(p: vec3<f32>, b: vec3<f32>, e: f32) -> f32 {
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let d = abs(p) - b;
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let q = abs(d + vec3<f32>(e)) - vec3<f32>(e);
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let dx = length(max(vec3<f32>(d.x, q.y, q.z), vec3<f32>(0.0))) + min(max(d.x, max(q.y, q.z)), 0.0);
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let dy = length(max(vec3<f32>(q.x, d.y, q.z), vec3<f32>(0.0))) + min(max(q.x, max(d.y, q.z)), 0.0);
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let dz = length(max(vec3<f32>(q.x, q.y, d.z), vec3<f32>(0.0))) + min(max(q.x, max(q.y, d.z)), 0.0);
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return min(min(dx, dy), dz);
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}
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fn get_history_amplitude(bin: u32, steps_ago: u32) -> f32 {
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let row = (audio.heatmap_row + 1024u - (steps_ago % 1024u)) % 1024u;
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let clamped_bin = clamp(bin, 0u, 255u);
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return textureLoad(history_tex, vec2<i32>(i32(clamped_bin), i32(row)), 0).x;
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}
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struct SceneResult {
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d: f32,
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hit_type: i32,
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amp: f32,
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};
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fn map_scene(p: vec3<f32>) -> SceneResult {
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let x_spacing = 1.35;
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let z_spacing = 1.35;
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let ix_center = i32(round(p.x / x_spacing));
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let iz_center = i32(round(p.z / z_spacing));
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var res: SceneResult;
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res.d = 1e10;
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res.hit_type = 0;
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res.amp = 0.0;
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for (var dx = -1; dx <= 1; dx = dx + 1) {
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for (var dz = -1; dz <= 1; dz = dz + 1) {
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let ix = ix_center + dx;
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let iz = iz_center + dz;
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if (ix < -4 || ix > 4 || iz < -4 || iz > 4) { continue; }
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let cx = f32(ix) * x_spacing;
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let cz = f32(iz) * z_spacing;
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let dist_from_center = length(vec2<f32>(f32(ix), f32(iz)));
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let bin = clamp(u32(dist_from_center * 22.0) + 4u, 0u, 255u);
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let steps_ago = u32(dist_from_center * 5.0);
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let amp = get_history_amplitude(bin, steps_ago);
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let shift = clamp(amp / 100.0, 0.0, 1.0) * 1.5;
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let thick = 0.009 + clamp(amp / 100.0, 0.0, 1.0) * 0.007;
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let b = vec3<f32>(0.22, 0.85, 0.22);
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// Bottom Box
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let y_center_b = -2.9 + shift;
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let d_b = sdWireframeBox(p - vec3<f32>(cx, y_center_b, cz), b, thick);
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if (d_b < res.d) {
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res.d = d_b;
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res.hit_type = 1;
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res.amp = amp;
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}
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// Top Box
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let y_center_t = 2.9 - shift;
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let d_t = sdWireframeBox(p - vec3<f32>(cx, y_center_t, cz), b, thick);
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if (d_t < res.d) {
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res.d = d_t;
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res.hit_type = 2;
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res.amp = amp;
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}
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}
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}
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return res;
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}
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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// 1. CRT Barrel Distortion
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let crt_uv = in.uv * 2.0 - 1.0;
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let r2 = dot(crt_uv, crt_uv);
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let distorted_uv = crt_uv * (1.0 + r2 * 0.055);
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// Render black bezel border
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if (abs(distorted_uv.x) > 1.0 || abs(distorted_uv.y) > 1.0) {
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return vec4<f32>(0.0, 0.0, 0.0, 1.0);
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}
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// Smooth bezel glow boundary
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let border_dist = min(1.0 - abs(distorted_uv.x), 1.0 - abs(distorted_uv.y));
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let bezel_mask = smoothstep(0.0, 0.03, border_dist);
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// 2. Aspect Ratio Correction
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var aspect = 1.7777;
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let dy = abs(dpdy(in.uv.y));
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let dx = abs(dpdx(in.uv.x));
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if (dx > 0.0001 && dy > 0.0001) { aspect = dy / dx; }
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let p = vec2<f32>(distorted_uv.x * aspect, -distorted_uv.y);
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// 3. Camera Orbit & Motion
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let angle = audio.time * 0.12;
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let cos_a = cos(angle);
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let sin_a = sin(angle);
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let r_cam = 7.2;
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let ro = vec3<f32>(r_cam * sin_a, 0.4 + sin(audio.time * 0.25) * 0.4, r_cam * cos_a);
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let look_at = vec3<f32>(0.0, 0.0, 0.0);
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let cw = normalize(look_at - ro);
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let cu = normalize(cross(vec3<f32>(0.0, 1.0, 0.0), cw));
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let cv = normalize(cross(cw, cu));
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let rd = normalize(p.x * cu + p.y * cv + 1.5 * cw);
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// 4. Raymarching
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var t = 0.02;
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var glow = 0.0;
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var hit = false;
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var hit_amp = 0.0;
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var hit_type = 0;
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for (var i = 0; i < 75; i = i + 1) {
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let p_hit = ro + rd * t;
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let res = map_scene(p_hit);
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// Glow accumulation (inverse square falloff)
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glow = glow + 0.0013 / (res.d * res.d + 0.0007);
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if (res.d < 0.0025) {
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hit = true;
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hit_amp = res.amp;
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hit_type = res.hit_type;
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break;
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}
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t = t + res.d * 0.85;
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if (t > 15.5) { break; }
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}
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var final_color = vec3<f32>(0.0);
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let neon_green = vec3<f32>(0.02, 1.0, 0.38);
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if (hit) {
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// Bright phosphor core
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let core_intensity = 1.3 + clamp(hit_amp / 100.0, 0.0, 1.0) * 0.7;
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final_color = vec3<f32>(0.7, 1.0, 0.88) * core_intensity;
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}
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// Add accumulated neon glow
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final_color = final_color + neon_green * glow * 0.015;
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// 5. Floor & Ceiling Grid planes
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var t_floor = -1.0;
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if (rd.y < -0.001) { t_floor = (-3.2 - ro.y) / rd.y; }
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var t_ceil = -1.0;
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if (rd.y > 0.001) { t_ceil = (3.2 - ro.y) / rd.y; }
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let x_spacing = 1.35;
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var grid_intensity = 0.0;
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if (t_floor > 0.0 && (!hit || t_floor < t)) {
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let p_floor = ro + rd * t_floor;
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// Compute anti-aliased grid lines on the plane
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let grid_uv = fract(p_floor.xz / x_spacing - 0.5) - 0.5;
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let dist_to_line = min(abs(grid_uv.x), abs(grid_uv.y));
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let line_w = 0.02 * (1.0 + t_floor * 0.05);
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let grid_line = smoothstep(line_w, 0.0, dist_to_line);
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grid_intensity = grid_intensity + grid_line * exp(-t_floor * 0.15);
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}
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if (t_ceil > 0.0 && (!hit || t_ceil < t)) {
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let p_ceil = ro + rd * t_ceil;
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let grid_uv = fract(p_ceil.xz / x_spacing - 0.5) - 0.5;
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let dist_to_line = min(abs(grid_uv.x), abs(grid_uv.y));
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let line_w = 0.02 * (1.0 + t_ceil * 0.05);
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let grid_line = smoothstep(line_w, 0.0, dist_to_line);
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grid_intensity = grid_intensity + grid_line * exp(-t_ceil * 0.15);
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}
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final_color = final_color + neon_green * grid_intensity * 0.35;
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// 6. Phosphor background glow wash
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let center_dist = length(distorted_uv);
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let bg_glow = vec3<f32>(0.005, 0.038, 0.016) * (1.0 - center_dist * 0.55);
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final_color = final_color + bg_glow;
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// 7. Bezel fade vignette
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final_color = final_color * bezel_mask;
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// 8. CRT Filter: Scanlines
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let scanline = 0.86 + 0.14 * cos(in.clip_position.y * 3.14159);
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final_color = final_color * scanline;
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// 9. CRT Filter: Flicker
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let flicker = 0.98 + 0.02 * sin(audio.time * 115.0);
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final_color = final_color * flicker;
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// 10. CRT Filter: Analog static noise
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let noise_val = hash21(in.clip_position.xy + fract(audio.smooth_time) * 149.0);
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let static_noise = noise_val * 0.022 * bezel_mask;
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final_color = final_color + vec3<f32>(static_noise);
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// 11. Fitted ACES Tonemap
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var final_col = (final_color * (2.51 * final_color + 0.03)) / (final_color * (2.43 * final_color + 0.59) + 0.14);
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final_col = max(final_col, vec3<f32>(0.0));
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return vec4<f32>(final_col, 1.0);
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}

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