|
| 1 | +// INCLUDE: common |
| 2 | + |
| 3 | +@group(0) @binding(0) var<uniform> audio: AudioUniforms; |
| 4 | +@group(0) @binding(2) var history_tex: texture_2d<f32>; |
| 5 | + |
| 6 | +fn hash21(p: vec2<f32>) -> f32 { |
| 7 | + var p3 = fract(vec3<f32>(p.xyx) * 0.1031); |
| 8 | + p3 = p3 + dot(p3, p3.yzx + 33.33); |
| 9 | + return fract((p3.x + p3.y) * p3.z); |
| 10 | +} |
| 11 | + |
| 12 | +fn sdWireframeBox(p: vec3<f32>, b: vec3<f32>, e: f32) -> f32 { |
| 13 | + let d = abs(p) - b; |
| 14 | + let q = abs(d + vec3<f32>(e)) - vec3<f32>(e); |
| 15 | + |
| 16 | + 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); |
| 17 | + 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); |
| 18 | + 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); |
| 19 | + |
| 20 | + return min(min(dx, dy), dz); |
| 21 | +} |
| 22 | + |
| 23 | +fn get_history_amplitude(bin: u32, steps_ago: u32) -> f32 { |
| 24 | + let row = (audio.heatmap_row + 1024u - (steps_ago % 1024u)) % 1024u; |
| 25 | + let clamped_bin = clamp(bin, 0u, 255u); |
| 26 | + return textureLoad(history_tex, vec2<i32>(i32(clamped_bin), i32(row)), 0).x; |
| 27 | +} |
| 28 | + |
| 29 | +struct SceneResult { |
| 30 | + d: f32, |
| 31 | + hit_type: i32, |
| 32 | + amp: f32, |
| 33 | +}; |
| 34 | + |
| 35 | +fn map_scene(p: vec3<f32>) -> SceneResult { |
| 36 | + let x_spacing = 1.35; |
| 37 | + let z_spacing = 1.35; |
| 38 | + |
| 39 | + let ix_center = i32(round(p.x / x_spacing)); |
| 40 | + let iz_center = i32(round(p.z / z_spacing)); |
| 41 | + |
| 42 | + var res: SceneResult; |
| 43 | + res.d = 1e10; |
| 44 | + res.hit_type = 0; |
| 45 | + res.amp = 0.0; |
| 46 | + |
| 47 | + for (var dx = -1; dx <= 1; dx = dx + 1) { |
| 48 | + for (var dz = -1; dz <= 1; dz = dz + 1) { |
| 49 | + let ix = ix_center + dx; |
| 50 | + let iz = iz_center + dz; |
| 51 | + |
| 52 | + if (ix < -4 || ix > 4 || iz < -4 || iz > 4) { continue; } |
| 53 | + |
| 54 | + let cx = f32(ix) * x_spacing; |
| 55 | + let cz = f32(iz) * z_spacing; |
| 56 | + |
| 57 | + let dist_from_center = length(vec2<f32>(f32(ix), f32(iz))); |
| 58 | + let bin = clamp(u32(dist_from_center * 22.0) + 4u, 0u, 255u); |
| 59 | + let steps_ago = u32(dist_from_center * 5.0); |
| 60 | + let amp = get_history_amplitude(bin, steps_ago); |
| 61 | + let shift = clamp(amp / 100.0, 0.0, 1.0) * 1.5; |
| 62 | + |
| 63 | + let thick = 0.009 + clamp(amp / 100.0, 0.0, 1.0) * 0.007; |
| 64 | + let b = vec3<f32>(0.22, 0.85, 0.22); |
| 65 | + |
| 66 | + // Bottom Box |
| 67 | + let y_center_b = -2.9 + shift; |
| 68 | + let d_b = sdWireframeBox(p - vec3<f32>(cx, y_center_b, cz), b, thick); |
| 69 | + if (d_b < res.d) { |
| 70 | + res.d = d_b; |
| 71 | + res.hit_type = 1; |
| 72 | + res.amp = amp; |
| 73 | + } |
| 74 | + |
| 75 | + // Top Box |
| 76 | + let y_center_t = 2.9 - shift; |
| 77 | + let d_t = sdWireframeBox(p - vec3<f32>(cx, y_center_t, cz), b, thick); |
| 78 | + if (d_t < res.d) { |
| 79 | + res.d = d_t; |
| 80 | + res.hit_type = 2; |
| 81 | + res.amp = amp; |
| 82 | + } |
| 83 | + } |
| 84 | + } |
| 85 | + |
| 86 | + return res; |
| 87 | +} |
| 88 | + |
| 89 | +@fragment |
| 90 | +fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { |
| 91 | + // 1. CRT Barrel Distortion |
| 92 | + let crt_uv = in.uv * 2.0 - 1.0; |
| 93 | + let r2 = dot(crt_uv, crt_uv); |
| 94 | + let distorted_uv = crt_uv * (1.0 + r2 * 0.055); |
| 95 | + |
| 96 | + // Render black bezel border |
| 97 | + if (abs(distorted_uv.x) > 1.0 || abs(distorted_uv.y) > 1.0) { |
| 98 | + return vec4<f32>(0.0, 0.0, 0.0, 1.0); |
| 99 | + } |
| 100 | + |
| 101 | + // Smooth bezel glow boundary |
| 102 | + let border_dist = min(1.0 - abs(distorted_uv.x), 1.0 - abs(distorted_uv.y)); |
| 103 | + let bezel_mask = smoothstep(0.0, 0.03, border_dist); |
| 104 | + |
| 105 | + // 2. Aspect Ratio Correction |
| 106 | + var aspect = 1.7777; |
| 107 | + let dy = abs(dpdy(in.uv.y)); |
| 108 | + let dx = abs(dpdx(in.uv.x)); |
| 109 | + if (dx > 0.0001 && dy > 0.0001) { aspect = dy / dx; } |
| 110 | + let p = vec2<f32>(distorted_uv.x * aspect, -distorted_uv.y); |
| 111 | + |
| 112 | + // 3. Camera Orbit & Motion |
| 113 | + let angle = audio.time * 0.12; |
| 114 | + let cos_a = cos(angle); |
| 115 | + let sin_a = sin(angle); |
| 116 | + |
| 117 | + let r_cam = 7.2; |
| 118 | + let ro = vec3<f32>(r_cam * sin_a, 0.4 + sin(audio.time * 0.25) * 0.4, r_cam * cos_a); |
| 119 | + let look_at = vec3<f32>(0.0, 0.0, 0.0); |
| 120 | + |
| 121 | + let cw = normalize(look_at - ro); |
| 122 | + let cu = normalize(cross(vec3<f32>(0.0, 1.0, 0.0), cw)); |
| 123 | + let cv = normalize(cross(cw, cu)); |
| 124 | + let rd = normalize(p.x * cu + p.y * cv + 1.5 * cw); |
| 125 | + |
| 126 | + // 4. Raymarching |
| 127 | + var t = 0.02; |
| 128 | + var glow = 0.0; |
| 129 | + var hit = false; |
| 130 | + var hit_amp = 0.0; |
| 131 | + var hit_type = 0; |
| 132 | + |
| 133 | + for (var i = 0; i < 75; i = i + 1) { |
| 134 | + let p_hit = ro + rd * t; |
| 135 | + let res = map_scene(p_hit); |
| 136 | + |
| 137 | + // Glow accumulation (inverse square falloff) |
| 138 | + glow = glow + 0.0013 / (res.d * res.d + 0.0007); |
| 139 | + |
| 140 | + if (res.d < 0.0025) { |
| 141 | + hit = true; |
| 142 | + hit_amp = res.amp; |
| 143 | + hit_type = res.hit_type; |
| 144 | + break; |
| 145 | + } |
| 146 | + |
| 147 | + t = t + res.d * 0.85; |
| 148 | + if (t > 15.5) { break; } |
| 149 | + } |
| 150 | + |
| 151 | + var final_color = vec3<f32>(0.0); |
| 152 | + let neon_green = vec3<f32>(0.02, 1.0, 0.38); |
| 153 | + |
| 154 | + if (hit) { |
| 155 | + // Bright phosphor core |
| 156 | + let core_intensity = 1.3 + clamp(hit_amp / 100.0, 0.0, 1.0) * 0.7; |
| 157 | + final_color = vec3<f32>(0.7, 1.0, 0.88) * core_intensity; |
| 158 | + } |
| 159 | + |
| 160 | + // Add accumulated neon glow |
| 161 | + final_color = final_color + neon_green * glow * 0.015; |
| 162 | + |
| 163 | + // 5. Floor & Ceiling Grid planes |
| 164 | + var t_floor = -1.0; |
| 165 | + if (rd.y < -0.001) { t_floor = (-3.2 - ro.y) / rd.y; } |
| 166 | + var t_ceil = -1.0; |
| 167 | + if (rd.y > 0.001) { t_ceil = (3.2 - ro.y) / rd.y; } |
| 168 | + |
| 169 | + let x_spacing = 1.35; |
| 170 | + |
| 171 | + var grid_intensity = 0.0; |
| 172 | + if (t_floor > 0.0 && (!hit || t_floor < t)) { |
| 173 | + let p_floor = ro + rd * t_floor; |
| 174 | + // Compute anti-aliased grid lines on the plane |
| 175 | + let grid_uv = fract(p_floor.xz / x_spacing - 0.5) - 0.5; |
| 176 | + let dist_to_line = min(abs(grid_uv.x), abs(grid_uv.y)); |
| 177 | + let line_w = 0.02 * (1.0 + t_floor * 0.05); |
| 178 | + let grid_line = smoothstep(line_w, 0.0, dist_to_line); |
| 179 | + grid_intensity = grid_intensity + grid_line * exp(-t_floor * 0.15); |
| 180 | + } |
| 181 | + if (t_ceil > 0.0 && (!hit || t_ceil < t)) { |
| 182 | + let p_ceil = ro + rd * t_ceil; |
| 183 | + let grid_uv = fract(p_ceil.xz / x_spacing - 0.5) - 0.5; |
| 184 | + let dist_to_line = min(abs(grid_uv.x), abs(grid_uv.y)); |
| 185 | + let line_w = 0.02 * (1.0 + t_ceil * 0.05); |
| 186 | + let grid_line = smoothstep(line_w, 0.0, dist_to_line); |
| 187 | + grid_intensity = grid_intensity + grid_line * exp(-t_ceil * 0.15); |
| 188 | + } |
| 189 | + final_color = final_color + neon_green * grid_intensity * 0.35; |
| 190 | + |
| 191 | + // 6. Phosphor background glow wash |
| 192 | + let center_dist = length(distorted_uv); |
| 193 | + let bg_glow = vec3<f32>(0.005, 0.038, 0.016) * (1.0 - center_dist * 0.55); |
| 194 | + final_color = final_color + bg_glow; |
| 195 | + |
| 196 | + // 7. Bezel fade vignette |
| 197 | + final_color = final_color * bezel_mask; |
| 198 | + |
| 199 | + // 8. CRT Filter: Scanlines |
| 200 | + let scanline = 0.86 + 0.14 * cos(in.clip_position.y * 3.14159); |
| 201 | + final_color = final_color * scanline; |
| 202 | + |
| 203 | + // 9. CRT Filter: Flicker |
| 204 | + let flicker = 0.98 + 0.02 * sin(audio.time * 115.0); |
| 205 | + final_color = final_color * flicker; |
| 206 | + |
| 207 | + // 10. CRT Filter: Analog static noise |
| 208 | + let noise_val = hash21(in.clip_position.xy + fract(audio.smooth_time) * 149.0); |
| 209 | + let static_noise = noise_val * 0.022 * bezel_mask; |
| 210 | + final_color = final_color + vec3<f32>(static_noise); |
| 211 | + |
| 212 | + // 11. Fitted ACES Tonemap |
| 213 | + var final_col = (final_color * (2.51 * final_color + 0.03)) / (final_color * (2.43 * final_color + 0.59) + 0.14); |
| 214 | + final_col = max(final_col, vec3<f32>(0.0)); |
| 215 | + |
| 216 | + return vec4<f32>(final_col, 1.0); |
| 217 | +} |
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