nightshade 0.10.0

A cross-platform data-oriented game engine.
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
struct VertexOutput {
    @builtin(position) position: vec4<f32>,
    @location(0) uv: vec2<f32>,
};

struct Uniforms {
    time: f32,
    chromatic_aberration: f32,
    wave_distortion: f32,
    color_shift: f32,
    kaleidoscope_segments: f32,
    crt_scanlines: f32,
    vignette: f32,
    plasma_intensity: f32,
    glitch_intensity: f32,
    mirror_mode: f32,
    invert: f32,
    hue_rotation: f32,
    raymarch_mode: f32,
    raymarch_blend: f32,
    film_grain: f32,
    sharpen: f32,
    pixelate: f32,
    color_posterize: f32,
    radial_blur: f32,
    tunnel_speed: f32,
    fractal_iterations: f32,
    glow_intensity: f32,
    screen_shake: f32,
    zoom_pulse: f32,
    speed_lines: f32,
    color_grade_mode: f32,
    vhs_distortion: f32,
    lens_flare: f32,
    edge_glow: f32,
    saturation: f32,
    warp_speed: f32,
    pulse_rings: f32,
    heat_distortion: f32,
    digital_rain: f32,
    strobe: f32,
    color_cycle_speed: f32,
    feedback_amount: f32,
    ascii_mode: f32,
};

@group(0) @binding(0)
var input_texture: texture_2d<f32>;

@group(0) @binding(1)
var input_sampler: sampler;

@group(0) @binding(2)
var<uniform> uniforms: Uniforms;

const PI: f32 = 3.14159265359;
const TAU: f32 = 6.28318530718;

@vertex
fn vertex_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
    var out: VertexOutput;
    let x = f32((vertex_index & 1u) << 1u);
    let y = f32((vertex_index & 2u));
    out.position = vec4<f32>(x * 2.0 - 1.0, y * 2.0 - 1.0, 0.0, 1.0);
    out.uv = vec2<f32>(x, 1.0 - y);
    return out;
}

fn hash(p: vec2<f32>) -> f32 {
    let h = dot(p, vec2<f32>(127.1, 311.7));
    return fract(sin(h) * 43758.5453123);
}

fn hash3(p: vec3<f32>) -> f32 {
    let h = dot(p, vec3<f32>(127.1, 311.7, 74.7));
    return fract(sin(h) * 43758.5453123);
}

fn noise(p: vec2<f32>) -> f32 {
    let i = floor(p);
    let f = fract(p);
    let u = f * f * (3.0 - 2.0 * f);
    return mix(
        mix(hash(i + vec2<f32>(0.0, 0.0)), hash(i + vec2<f32>(1.0, 0.0)), u.x),
        mix(hash(i + vec2<f32>(0.0, 1.0)), hash(i + vec2<f32>(1.0, 1.0)), u.x),
        u.y
    );
}

fn fbm(p: vec2<f32>) -> f32 {
    var value = 0.0;
    var amplitude = 0.5;
    var frequency = 1.0;
    var pos = p;
    for (var i = 0; i < 5; i++) {
        value += amplitude * noise(pos * frequency);
        amplitude *= 0.5;
        frequency *= 2.0;
    }
    return value;
}

fn plasma(uv: vec2<f32>, time: f32) -> f32 {
    var value = 0.0;
    value += sin(uv.x * 10.0 + time);
    value += sin((uv.y * 10.0 + time) * 0.5);
    value += sin((uv.x * 10.0 + uv.y * 10.0 + time) * 0.5);
    let cx = uv.x + 0.5 * sin(time * 0.2);
    let cy = uv.y + 0.5 * cos(time * 0.3);
    value += sin(sqrt(cx * cx + cy * cy + 1.0) * 10.0 + time);
    return value * 0.25;
}

fn rgb_to_hsv(c: vec3<f32>) -> vec3<f32> {
    let k = vec4<f32>(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
    let p = mix(vec4<f32>(c.bg, k.wz), vec4<f32>(c.gb, k.xy), step(c.b, c.g));
    let q = mix(vec4<f32>(p.xyw, c.r), vec4<f32>(c.r, p.yzx), step(p.x, c.r));
    let d = q.x - min(q.w, q.y);
    let e = 1.0e-10;
    return vec3<f32>(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}

fn hsv_to_rgb(c: vec3<f32>) -> vec3<f32> {
    let k = vec4<f32>(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
    let p = abs(fract(c.xxx + k.xyz) * 6.0 - k.www);
    return c.z * mix(k.xxx, clamp(p - k.xxx, vec3<f32>(0.0), vec3<f32>(1.0)), c.y);
}

fn kaleidoscope(uv: vec2<f32>, segments: f32) -> vec2<f32> {
    let centered = uv - vec2<f32>(0.5);
    let angle = atan2(centered.y, centered.x);
    let radius = length(centered);
    let segment_angle = PI * 2.0 / segments;
    var new_angle = abs(mod_f32(angle, segment_angle) - segment_angle * 0.5);
    new_angle = new_angle + segment_angle * 0.5;
    return vec2<f32>(cos(new_angle), sin(new_angle)) * radius + vec2<f32>(0.5);
}

fn barrel_distort(uv: vec2<f32>, amount: f32) -> vec2<f32> {
    let centered = uv - vec2<f32>(0.5);
    let r2 = dot(centered, centered);
    let distorted = centered * (1.0 + amount * r2);
    return distorted + vec2<f32>(0.5);
}

fn rotate2d(angle: f32) -> mat2x2<f32> {
    let c = cos(angle);
    let s = sin(angle);
    return mat2x2<f32>(c, -s, s, c);
}

fn sd_box(p: vec3<f32>, b: vec3<f32>) -> f32 {
    let q = abs(p) - b;
    return length(max(q, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
}

fn sd_sphere(p: vec3<f32>, r: f32) -> f32 {
    return length(p) - r;
}

fn sd_torus(p: vec3<f32>, t: vec2<f32>) -> f32 {
    let q = vec2<f32>(length(p.xz) - t.x, p.y);
    return length(q) - t.y;
}

fn sd_octahedron(p: vec3<f32>, s: f32) -> f32 {
    let q = abs(p);
    return (q.x + q.y + q.z - s) * 0.57735027;
}

fn mod_vec3(p: vec3<f32>, c: vec3<f32>) -> vec3<f32> {
    return p - c * floor(p / c);
}

fn mod_f32(x: f32, y: f32) -> f32 {
    return x - y * floor(x / y);
}

fn op_rep(p: vec3<f32>, c: vec3<f32>) -> vec3<f32> {
    return mod_vec3(p, c) - 0.5 * c;
}

fn op_smooth_union(d1: f32, d2: f32, k: f32) -> f32 {
    let h = clamp(0.5 + 0.5 * (d2 - d1) / k, 0.0, 1.0);
    return mix(d2, d1, h) - k * h * (1.0 - h);
}

fn tunnel_map(p: vec3<f32>, time: f32) -> f32 {
    var pos = p;
    let twist = sin(pos.z * 0.1 + time * 0.5) * 0.5;
    let xy = rotate2d(twist) * pos.xy;
    pos = vec3<f32>(xy, pos.z);

    let tunnel_radius = 2.0 + sin(pos.z * 0.3 + time) * 0.5;
    let tunnel = tunnel_radius - length(pos.xy);

    let ring_freq = 0.8;
    let ring_pos = mod_f32(pos.z, ring_freq) - ring_freq * 0.5;
    let rings = sd_torus(vec3<f32>(pos.xy, ring_pos).xzy, vec2<f32>(tunnel_radius - 0.1, 0.05));

    let pillars = 8.0;
    let pillar_angle = atan2(pos.y, pos.x);
    let pillar_id = floor(pillar_angle / TAU * pillars + 0.5);
    let pillar_a = pillar_id * TAU / pillars;
    let pillar_pos = vec2<f32>(cos(pillar_a), sin(pillar_a)) * (tunnel_radius + 0.1);
    let pillar = length(pos.xy - pillar_pos) - 0.1;

    return min(tunnel, min(rings, pillar));
}

fn fractal_map(p: vec3<f32>, time: f32, iterations: i32) -> f32 {
    var pos = p;
    let scale = 2.0;
    var d = sd_box(pos, vec3<f32>(1.0));
    var s = 1.0;

    for (var i = 0; i < iterations; i++) {
        let a = (time * 0.1 + f32(i) * 0.5) % TAU;
        let xy = rotate2d(a) * pos.xy;
        pos = vec3<f32>(xy, pos.z);
        let yz = rotate2d(a * 0.7) * pos.yz;
        pos = vec3<f32>(pos.x, yz);

        pos = abs(pos);
        if (pos.x < pos.y) { pos = pos.yxz; }
        if (pos.x < pos.z) { pos = pos.zyx; }
        if (pos.y < pos.z) { pos = pos.xzy; }

        pos = pos * scale - vec3<f32>(scale - 1.0);
        s *= scale;

        let box_d = sd_box(pos, vec3<f32>(1.0)) / s;
        d = min(d, box_d);
    }

    return d;
}

fn mandelbulb_map(p: vec3<f32>, time: f32) -> f32 {
    var w = p;
    var m = dot(w, w);
    var dz = 1.0;
    let power = 8.0 + sin(time * 0.2) * 2.0;

    for (var i = 0; i < 4; i++) {
        dz = power * pow(m, (power - 1.0) * 0.5) * dz + 1.0;

        let r = length(w);
        let theta = acos(w.z / r) * power;
        let phi = atan2(w.y, w.x) * power;
        w = p + pow(r, power) * vec3<f32>(
            sin(theta) * cos(phi),
            sin(theta) * sin(phi),
            cos(theta)
        );

        m = dot(w, w);
        if (m > 256.0) { break; }
    }

    return 0.25 * log(m) * sqrt(m) / dz;
}

fn plasma_vortex_map(p: vec3<f32>, time: f32) -> f32 {
    var pos = p;
    let vortex_twist = pos.z * 0.5 + time;
    let xy = rotate2d(vortex_twist) * pos.xy;
    pos = vec3<f32>(xy, pos.z);

    let core = length(pos.xy) - 0.5 - sin(pos.z * 2.0 + time * 2.0) * 0.2;

    let arms = 5.0;
    let arm_angle = atan2(pos.y, pos.x);
    let arm_pattern = sin(arm_angle * arms + pos.z * 3.0 - time * 3.0);
    let arm_dist = length(pos.xy) - 1.5 - arm_pattern * 0.3;

    let rings_d = abs(length(pos.xy) - 2.0 - sin(pos.z + time) * 0.5) - 0.1;

    return min(core, min(arm_dist, rings_d));
}

fn geometric_map(p: vec3<f32>, time: f32) -> f32 {
    var pos = p;

    let rep = vec3<f32>(4.0);
    pos = op_rep(pos + vec3<f32>(0.0, 0.0, time * 2.0), rep);

    let rot_xy = rotate2d(time * 0.5);
    let rot_yz = rotate2d(time * 0.3);
    let xy = rot_xy * pos.xy;
    pos = vec3<f32>(xy, pos.z);
    let yz = rot_yz * pos.yz;
    pos = vec3<f32>(pos.x, yz);

    let cube = sd_box(pos, vec3<f32>(0.5));
    let sphere = sd_sphere(pos, 0.7);
    let octa = sd_octahedron(pos, 0.6);

    let blend = sin(time) * 0.5 + 0.5;
    var d = op_smooth_union(cube, sphere, 0.3);
    d = op_smooth_union(d, octa, 0.2 * blend);

    return d;
}

fn raymarch_scene(ro: vec3<f32>, rd: vec3<f32>, time: f32, mode: i32, iterations: i32) -> vec4<f32> {
    var t = 0.0;
    var color = vec3<f32>(0.0);
    var glow = vec3<f32>(0.0);
    let max_dist = 50.0;
    let max_steps = 64;

    for (var i = 0; i < max_steps; i++) {
        let p = ro + rd * t;
        var d: f32;

        switch (mode) {
            case 1: { d = tunnel_map(p, time); }
            case 2: { d = fractal_map(p, time, iterations); }
            case 3: { d = mandelbulb_map(p * 0.5, time) * 2.0; }
            case 4: { d = plasma_vortex_map(p, time); }
            case 5: { d = geometric_map(p, time); }
            default: { d = max_dist; }
        }

        let glow_factor = exp(-d * 3.0) * 0.1;
        let glow_hue = fract(t * 0.05 + time * 0.1);
        glow += hsv_to_rgb(vec3<f32>(glow_hue, 0.8, 1.0)) * glow_factor;

        if (d < 0.001) {
            let normal_eps = 0.001;
            var n: vec3<f32>;
            switch (mode) {
                case 1: {
                    n = normalize(vec3<f32>(
                        tunnel_map(p + vec3<f32>(normal_eps, 0.0, 0.0), time) - tunnel_map(p - vec3<f32>(normal_eps, 0.0, 0.0), time),
                        tunnel_map(p + vec3<f32>(0.0, normal_eps, 0.0), time) - tunnel_map(p - vec3<f32>(0.0, normal_eps, 0.0), time),
                        tunnel_map(p + vec3<f32>(0.0, 0.0, normal_eps), time) - tunnel_map(p - vec3<f32>(0.0, 0.0, normal_eps), time)
                    ));
                }
                case 2: {
                    n = normalize(vec3<f32>(
                        fractal_map(p + vec3<f32>(normal_eps, 0.0, 0.0), time, iterations) - fractal_map(p - vec3<f32>(normal_eps, 0.0, 0.0), time, iterations),
                        fractal_map(p + vec3<f32>(0.0, normal_eps, 0.0), time, iterations) - fractal_map(p - vec3<f32>(0.0, normal_eps, 0.0), time, iterations),
                        fractal_map(p + vec3<f32>(0.0, 0.0, normal_eps), time, iterations) - fractal_map(p - vec3<f32>(0.0, 0.0, normal_eps), time, iterations)
                    ));
                }
                case 3: {
                    n = normalize(vec3<f32>(
                        mandelbulb_map((p + vec3<f32>(normal_eps, 0.0, 0.0)) * 0.5, time) - mandelbulb_map((p - vec3<f32>(normal_eps, 0.0, 0.0)) * 0.5, time),
                        mandelbulb_map((p + vec3<f32>(0.0, normal_eps, 0.0)) * 0.5, time) - mandelbulb_map((p - vec3<f32>(0.0, normal_eps, 0.0)) * 0.5, time),
                        mandelbulb_map((p + vec3<f32>(0.0, 0.0, normal_eps)) * 0.5, time) - mandelbulb_map((p - vec3<f32>(0.0, 0.0, normal_eps)) * 0.5, time)
                    ));
                }
                case 4: {
                    n = normalize(vec3<f32>(
                        plasma_vortex_map(p + vec3<f32>(normal_eps, 0.0, 0.0), time) - plasma_vortex_map(p - vec3<f32>(normal_eps, 0.0, 0.0), time),
                        plasma_vortex_map(p + vec3<f32>(0.0, normal_eps, 0.0), time) - plasma_vortex_map(p - vec3<f32>(0.0, normal_eps, 0.0), time),
                        plasma_vortex_map(p + vec3<f32>(0.0, 0.0, normal_eps), time) - plasma_vortex_map(p - vec3<f32>(0.0, 0.0, normal_eps), time)
                    ));
                }
                default: {
                    n = normalize(vec3<f32>(
                        geometric_map(p + vec3<f32>(normal_eps, 0.0, 0.0), time) - geometric_map(p - vec3<f32>(normal_eps, 0.0, 0.0), time),
                        geometric_map(p + vec3<f32>(0.0, normal_eps, 0.0), time) - geometric_map(p - vec3<f32>(0.0, normal_eps, 0.0), time),
                        geometric_map(p + vec3<f32>(0.0, 0.0, normal_eps), time) - geometric_map(p - vec3<f32>(0.0, 0.0, normal_eps), time)
                    ));
                }
            }

            let light_dir = normalize(vec3<f32>(1.0, 1.0, -1.0));
            let diff = max(dot(n, light_dir), 0.0);
            let spec = pow(max(dot(reflect(-light_dir, n), -rd), 0.0), 32.0);

            let base_hue = fract(t * 0.02 + time * 0.05 + dot(n, vec3<f32>(1.0)) * 0.1);
            let base_color = hsv_to_rgb(vec3<f32>(base_hue, 0.7, 0.9));

            color = base_color * (0.2 + diff * 0.6) + vec3<f32>(1.0) * spec * 0.4;
            color += glow * 0.5;

            let fog = 1.0 - exp(-t * 0.05);
            let fog_color = hsv_to_rgb(vec3<f32>(fract(time * 0.02), 0.3, 0.1));
            color = mix(color, fog_color, fog);

            return vec4<f32>(color, 1.0);
        }

        t += d * 0.8;
        if (t > max_dist) { break; }
    }

    let bg_hue = fract(rd.y * 0.2 + time * 0.02);
    let bg = hsv_to_rgb(vec3<f32>(bg_hue, 0.5, 0.05));
    color = bg + glow;

    return vec4<f32>(color, 0.5);
}

fn get_ray(uv: vec2<f32>, time: f32) -> vec3<f32> {
    let fov = 1.5;
    return normalize(vec3<f32>((uv - 0.5) * 2.0 * fov, 1.0));
}

fn speed_lines_effect(uv: vec2<f32>, time: f32, intensity: f32) -> f32 {
    let centered = uv - vec2<f32>(0.5);
    let angle = atan2(centered.y, centered.x);
    let dist = length(centered);

    let num_lines = 64.0;
    let line_pattern = sin(angle * num_lines + time * 5.0) * 0.5 + 0.5;
    let line_sharp = pow(line_pattern, 8.0);

    let fade = smoothstep(0.2, 0.5, dist);
    let pulse = sin(time * 10.0) * 0.3 + 0.7;

    return line_sharp * fade * intensity * pulse;
}

fn lens_flare_effect(uv: vec2<f32>, time: f32, intensity: f32) -> vec3<f32> {
    var flare = vec3<f32>(0.0);

    let light_pos = vec2<f32>(0.3 + sin(time * 0.5) * 0.2, 0.3 + cos(time * 0.7) * 0.2);
    let to_light = uv - light_pos;
    let dist = length(to_light);

    let main_flare = exp(-dist * 8.0) * 0.5;
    flare += vec3<f32>(1.0, 0.8, 0.6) * main_flare;

    let ghost1_pos = vec2<f32>(0.5) + (vec2<f32>(0.5) - light_pos) * 0.5;
    let ghost1_dist = length(uv - ghost1_pos);
    flare += vec3<f32>(0.3, 0.6, 1.0) * exp(-ghost1_dist * 15.0) * 0.3;

    let ghost2_pos = vec2<f32>(0.5) + (vec2<f32>(0.5) - light_pos) * 1.2;
    let ghost2_dist = length(uv - ghost2_pos);
    flare += vec3<f32>(1.0, 0.4, 0.8) * exp(-ghost2_dist * 20.0) * 0.2;

    let anamorphic = exp(-abs(uv.y - light_pos.y) * 10.0) * exp(-dist * 2.0) * 0.4;
    flare += vec3<f32>(0.6, 0.8, 1.0) * anamorphic;

    return flare * intensity;
}

fn warp_speed_effect(uv: vec2<f32>, time: f32, intensity: f32) -> vec3<f32> {
    let centered = uv - vec2<f32>(0.5);
    let dist = length(centered);
    let angle = atan2(centered.y, centered.x);

    var stars = vec3<f32>(0.0);
    let num_layers = 4;

    for (var layer = 0; layer < num_layers; layer++) {
        let layer_f = f32(layer);
        let speed = 2.0 + layer_f * 1.5;
        let star_time = time * speed;

        let num_stars = 32.0 + layer_f * 16.0;
        for (var star_index = 0.0; star_index < num_stars; star_index += 1.0) {
            let star_angle = star_index * TAU / num_stars + layer_f * 0.5;
            let star_dist = fract(star_time * 0.3 + hash(vec2<f32>(star_index, layer_f)) * 10.0);
            let star_pos = vec2<f32>(cos(star_angle), sin(star_angle)) * star_dist * 0.7;

            let to_star = centered - star_pos;
            let streak_length = 0.02 + star_dist * 0.08 * intensity;
            let streak_dir = normalize(star_pos);

            let along = dot(to_star, streak_dir);
            let perp = length(to_star - streak_dir * along);

            if along > -streak_length && along < 0.005 && perp < 0.003 {
                let brightness = (1.0 - star_dist) * (1.0 - abs(along) / streak_length);
                let hue = fract(star_index * 0.1 + layer_f * 0.25);
                stars += hsv_to_rgb(vec3<f32>(hue, 0.3, 1.0)) * brightness * brightness * 2.0;
            }
        }
    }

    return stars * intensity;
}

fn pulse_rings_effect(uv: vec2<f32>, time: f32, intensity: f32) -> vec3<f32> {
    let centered = uv - vec2<f32>(0.5);
    let dist = length(centered);

    var rings = vec3<f32>(0.0);
    let num_rings = 5;

    for (var ring_index = 0; ring_index < num_rings; ring_index++) {
        let ring_f = f32(ring_index);
        let ring_time = time * 1.5 - ring_f * 0.3;
        let ring_dist = fract(ring_time * 0.5) * 0.8;
        let ring_width = 0.02 + ring_f * 0.005;

        let ring_brightness = smoothstep(ring_dist - ring_width, ring_dist, dist)
                            * smoothstep(ring_dist + ring_width, ring_dist, dist);
        let fade = 1.0 - fract(ring_time * 0.5);

        let hue = fract(time * 0.1 + ring_f * 0.2);
        rings += hsv_to_rgb(vec3<f32>(hue, 0.8, 1.0)) * ring_brightness * fade * 2.0;
    }

    return rings * intensity;
}

fn heat_distortion_effect(uv: vec2<f32>, time: f32, intensity: f32) -> vec2<f32> {
    let heat_y = uv.y + sin(uv.x * 30.0 + time * 3.0) * 0.002 * intensity;
    let heat_x = uv.x + sin(uv.y * 25.0 + time * 2.5) * 0.003 * intensity;

    let wave1 = sin(uv.y * 50.0 + time * 5.0) * 0.001;
    let wave2 = sin(uv.y * 80.0 - time * 7.0) * 0.0005;
    let wave3 = noise(uv * 20.0 + time) * 0.002;

    return vec2<f32>(heat_x + (wave1 + wave2 + wave3) * intensity, heat_y);
}

fn digital_rain_effect(uv: vec2<f32>, time: f32, intensity: f32) -> vec3<f32> {
    var rain = vec3<f32>(0.0);
    let columns = 40.0;

    let col = floor(uv.x * columns);
    let col_uv = fract(uv.x * columns);

    let col_seed = hash(vec2<f32>(col, 0.0));
    let fall_speed = 0.5 + col_seed * 0.5;
    let fall_offset = col_seed * 10.0;

    let char_height = 0.05;
    let row = floor((uv.y + time * fall_speed + fall_offset) / char_height);
    let row_uv = fract((uv.y + time * fall_speed + fall_offset) / char_height);

    let char_seed = hash(vec2<f32>(col, row));
    let is_char = step(0.3, char_seed);

    let brightness = smoothstep(0.0, 0.3, row_uv) * smoothstep(1.0, 0.7, row_uv);
    let edge_fade = smoothstep(0.0, 0.2, col_uv) * smoothstep(1.0, 0.8, col_uv);

    let trail_length = 15.0;
    var trail_brightness = 0.0;
    for (var trail_index = 0.0; trail_index < trail_length; trail_index += 1.0) {
        let trail_row = row - trail_index;
        let trail_char_seed = hash(vec2<f32>(col, trail_row));
        if trail_char_seed > 0.3 {
            trail_brightness += (1.0 - trail_index / trail_length) * 0.15;
        }
    }

    let head_brightness = is_char * brightness * edge_fade;
    let green_color = vec3<f32>(0.2, 1.0, 0.3);
    let white_head = vec3<f32>(0.8, 1.0, 0.9);

    rain = mix(green_color * trail_brightness, white_head, head_brightness * 0.5) * (head_brightness + trail_brightness * 0.3);

    return rain * intensity;
}

fn apply_color_grade(color: vec3<f32>, mode: i32) -> vec3<f32> {
    var graded = color;

    switch (mode) {
        case 1: {
            graded.r = pow(color.r, 0.9) * 1.2;
            graded.g = color.g * 0.9;
            graded.b = pow(color.b, 0.8) * 1.3;
            graded = mix(graded, vec3<f32>(graded.r * 1.2, graded.g * 0.5, graded.b * 1.5), 0.3);
        }
        case 2: {
            graded.r = pow(color.r, 1.1) * 1.1;
            graded.g = color.g * 0.7 + 0.1;
            graded.b = pow(color.b, 0.85) * 1.4;
            let sunset = vec3<f32>(1.0, 0.6, 0.8);
            graded = mix(graded, graded * sunset, 0.4);
        }
        case 3: {
            let luminance = dot(color, vec3<f32>(0.299, 0.587, 0.114));
            graded = vec3<f32>(luminance);
        }
        case 4: {
            let luminance = dot(color, vec3<f32>(0.299, 0.587, 0.114));
            graded = vec3<f32>(luminance * 1.1, luminance * 1.05, luminance * 0.9);
        }
        case 5: {
            graded.r = pow(color.r, 0.95) * 1.1;
            graded.g = pow(color.g, 1.1) * 1.2;
            graded.b = color.b * 0.8;
            graded = mix(graded, vec3<f32>(0.0, graded.g * 1.5, graded.b * 0.5), 0.2);
        }
        case 6: {
            graded = pow(color, vec3<f32>(1.2));
            graded.r *= 1.3;
            graded.b *= 0.7;
            let burn = 1.0 - exp(-length(color) * 2.0);
            graded = mix(graded, graded * vec3<f32>(1.0, 0.5, 0.2), burn * 0.3);
        }
        default: { }
    }

    return graded;
}

@fragment
fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
    var uv = in.uv;
    let time = uniforms.time;
    var original_uv = uv;

    if uniforms.screen_shake > 0.0 {
        let shake_freq = 20.0;
        let shake_x = sin(time * shake_freq) * cos(time * shake_freq * 1.3) * uniforms.screen_shake * 0.02;
        let shake_y = cos(time * shake_freq * 0.9) * sin(time * shake_freq * 1.1) * uniforms.screen_shake * 0.02;
        uv += vec2<f32>(shake_x, shake_y);
        original_uv = uv;
    }

    if uniforms.zoom_pulse > 0.0 {
        let pulse = sin(time * 3.0) * 0.5 + 0.5;
        let zoom = 1.0 - pulse * uniforms.zoom_pulse * 0.1;
        uv = (uv - vec2<f32>(0.5)) * zoom + vec2<f32>(0.5);
    }

    if uniforms.vhs_distortion > 0.0 {
        let band_pos = mod_f32(time * 0.5, 1.5) - 0.25;
        let band_dist = abs(uv.y - band_pos);
        let band_effect = exp(-band_dist * 10.0) * uniforms.vhs_distortion;
        uv.x += band_effect * 0.1 * sin(time * 50.0);

        let noise_line = floor(uv.y * 200.0);
        let line_noise = hash(vec2<f32>(noise_line, floor(time * 30.0)));
        if line_noise > 0.97 {
            uv.x += (hash(vec2<f32>(noise_line + time, 0.0)) - 0.5) * 0.05 * uniforms.vhs_distortion;
        }

        let tracking = sin(uv.y * 100.0 + time * 2.0) * 0.002 * uniforms.vhs_distortion;
        uv.x += tracking;
    }

    if uniforms.pixelate > 0.0 {
        let pixels = 64.0 + (1.0 - uniforms.pixelate) * 400.0;
        uv = floor(uv * pixels) / pixels;
    }

    if uniforms.mirror_mode > 0.5 {
        if uv.x > 0.5 {
            uv.x = 1.0 - uv.x;
        }
        if uv.y > 0.5 {
            uv.y = 1.0 - uv.y;
        }
    }

    if uniforms.kaleidoscope_segments > 1.5 {
        uv = kaleidoscope(uv, uniforms.kaleidoscope_segments);
    }

    if uniforms.wave_distortion > 0.0 {
        let wave_strength = uniforms.wave_distortion * 0.03;
        uv.x += sin(uv.y * 20.0 + time * 3.0) * wave_strength;
        uv.y += cos(uv.x * 20.0 + time * 2.5) * wave_strength;
        uv.x += sin(uv.y * 40.0 - time * 4.0) * wave_strength * 0.5;
        uv.y += cos(uv.x * 30.0 + time * 3.5) * wave_strength * 0.5;
    }

    if uniforms.heat_distortion > 0.0 {
        uv = heat_distortion_effect(uv, time, uniforms.heat_distortion);
    }

    if uniforms.glitch_intensity > 0.0 {
        let glitch_line = floor(uv.y * 50.0);
        let glitch_time = floor(time * 10.0);
        let glitch_noise = hash(vec2<f32>(glitch_line, glitch_time));
        if glitch_noise > (1.0 - uniforms.glitch_intensity * 0.3) {
            uv.x += (hash(vec2<f32>(glitch_line + glitch_time, 0.0)) - 0.5) * 0.1 * uniforms.glitch_intensity;
        }

        let block_noise = hash(vec2<f32>(floor(time * 5.0), 0.0));
        if block_noise > 0.95 {
            let block_y = hash(vec2<f32>(time * 100.0, 1.0));
            let block_height = hash(vec2<f32>(time * 100.0, 2.0)) * 0.1;
            if uv.y > block_y && uv.y < block_y + block_height {
                uv.x = fract(uv.x + hash(vec2<f32>(time * 100.0, 3.0)) * 0.5 * uniforms.glitch_intensity);
            }
        }
    }

    var color: vec3<f32>;

    if uniforms.radial_blur > 0.0 {
        let center = vec2<f32>(0.5, 0.5);
        let blur_samples = 8;
        var blur_color = vec3<f32>(0.0);
        let blur_strength = uniforms.radial_blur * 0.02;

        for (var i = 0; i < blur_samples; i++) {
            let t = f32(i) / f32(blur_samples);
            let sample_uv = mix(uv, center, t * blur_strength);
            blur_color += textureSample(input_texture, input_sampler, sample_uv).rgb;
        }
        color = blur_color / f32(blur_samples);
    } else if uniforms.chromatic_aberration > 0.0 {
        let ca_amount = uniforms.chromatic_aberration * 0.02;
        let dir = normalize(uv - vec2<f32>(0.5));
        let dist = length(uv - vec2<f32>(0.5));
        let offset = dir * dist * ca_amount;

        let r = textureSample(input_texture, input_sampler, uv + offset * 1.0).r;
        let g = textureSample(input_texture, input_sampler, uv).g;
        let b = textureSample(input_texture, input_sampler, uv - offset * 1.0).b;
        color = vec3<f32>(r, g, b);
    } else {
        color = textureSample(input_texture, input_sampler, uv).rgb;
    }

    if uniforms.sharpen > 0.0 {
        let texel = 1.0 / vec2<f32>(1920.0, 1080.0);
        let sharp_kernel = uniforms.sharpen * 2.0;
        let center = textureSample(input_texture, input_sampler, uv).rgb;
        let left = textureSample(input_texture, input_sampler, uv - vec2<f32>(texel.x, 0.0)).rgb;
        let right = textureSample(input_texture, input_sampler, uv + vec2<f32>(texel.x, 0.0)).rgb;
        let top = textureSample(input_texture, input_sampler, uv - vec2<f32>(0.0, texel.y)).rgb;
        let bottom = textureSample(input_texture, input_sampler, uv + vec2<f32>(0.0, texel.y)).rgb;
        color = color + (center * 4.0 - left - right - top - bottom) * sharp_kernel;
    }

    let raymarch_mode = i32(uniforms.raymarch_mode);
    if raymarch_mode > 0 && uniforms.raymarch_blend > 0.0 {
        let ray_origin = vec3<f32>(0.0, 0.0, -5.0 + time * uniforms.tunnel_speed);
        let ray_dir = get_ray(original_uv, time);
        let iterations = i32(uniforms.fractal_iterations);
        let rm_result = raymarch_scene(ray_origin, ray_dir, time, raymarch_mode, iterations);

        let blend_mode = uniforms.raymarch_blend;
        if blend_mode < 0.33 {
            let t = blend_mode * 3.0;
            color = mix(color, rm_result.rgb, t * rm_result.a);
        } else if blend_mode < 0.66 {
            color = color + rm_result.rgb * (blend_mode - 0.33) * 3.0;
        } else {
            color = color * (1.0 + rm_result.rgb * (blend_mode - 0.66) * 6.0);
        }
    }

    if uniforms.plasma_intensity > 0.0 {
        let plasma_val = plasma(original_uv, time);
        let plasma_color = vec3<f32>(
            sin(plasma_val * PI * 2.0) * 0.5 + 0.5,
            sin(plasma_val * PI * 2.0 + 2.094) * 0.5 + 0.5,
            sin(plasma_val * PI * 2.0 + 4.188) * 0.5 + 0.5
        );
        color = mix(color, color * plasma_color * 2.0, uniforms.plasma_intensity * 0.5);
        color += plasma_color * uniforms.plasma_intensity * 0.15;
    }

    if uniforms.color_shift > 0.0 {
        var hsv = rgb_to_hsv(color);
        hsv.x = fract(hsv.x + sin(time * 0.5 + original_uv.y * 3.0) * uniforms.color_shift * 0.2);
        hsv.y = min(1.0, hsv.y * (1.0 + uniforms.color_shift * 0.3));
        color = hsv_to_rgb(hsv);
    }

    if uniforms.hue_rotation > 0.0 {
        var hsv = rgb_to_hsv(color);
        hsv.x = fract(hsv.x + uniforms.hue_rotation);
        color = hsv_to_rgb(hsv);
    }

    if uniforms.color_posterize > 0.0 {
        let levels = 4.0 + (1.0 - uniforms.color_posterize) * 28.0;
        color = floor(color * levels) / levels;
    }

    if uniforms.crt_scanlines > 0.0 {
        let scanline = sin(in.uv.y * 800.0) * 0.5 + 0.5;
        let scanline_strength = uniforms.crt_scanlines * 0.3;
        color *= 1.0 - scanline_strength + scanline * scanline_strength;

        let pixel_x = fract(in.uv.x * 400.0);
        let rgb_stripe = vec3<f32>(
            step(pixel_x, 0.33),
            step(0.33, pixel_x) * step(pixel_x, 0.66),
            step(0.66, pixel_x)
        );
        color = mix(color, color * (rgb_stripe * 0.5 + 0.7), uniforms.crt_scanlines * 0.3);

        let curvature = 0.02 * uniforms.crt_scanlines;
        let curved_uv = barrel_distort(in.uv, curvature);
        if curved_uv.x < 0.0 || curved_uv.x > 1.0 || curved_uv.y < 0.0 || curved_uv.y > 1.0 {
            color *= 0.0;
        }
    }

    if uniforms.glow_intensity > 0.0 {
        let texel = 1.0 / vec2<f32>(1920.0, 1080.0);
        var glow = vec3<f32>(0.0);
        let glow_radius = 4.0;
        var samples = 0.0;

        for (var x = -2; x <= 2; x++) {
            for (var y = -2; y <= 2; y++) {
                let offset = vec2<f32>(f32(x), f32(y)) * texel * glow_radius;
                let sample_color = textureSample(input_texture, input_sampler, uv + offset).rgb;
                let luminance = dot(sample_color, vec3<f32>(0.299, 0.587, 0.114));
                if luminance > 0.5 {
                    glow += sample_color;
                    samples += 1.0;
                }
            }
        }

        if samples > 0.0 {
            glow /= samples;
            color += glow * uniforms.glow_intensity;
        }
    }

    if uniforms.vignette > 0.0 {
        let centered = in.uv - vec2<f32>(0.5);
        let vignette_amount = 1.0 - dot(centered, centered) * uniforms.vignette * 2.0;
        color *= max(0.0, vignette_amount);
    }

    if uniforms.film_grain > 0.0 {
        let grain = hash(original_uv * 1000.0 + vec2<f32>(time * 100.0, 0.0)) - 0.5;
        color += vec3<f32>(grain) * uniforms.film_grain * 0.15;
    }

    if uniforms.edge_glow > 0.0 {
        let texel = 1.0 / vec2<f32>(1920.0, 1080.0);
        let left = textureSample(input_texture, input_sampler, uv - vec2<f32>(texel.x, 0.0)).rgb;
        let right = textureSample(input_texture, input_sampler, uv + vec2<f32>(texel.x, 0.0)).rgb;
        let top = textureSample(input_texture, input_sampler, uv - vec2<f32>(0.0, texel.y)).rgb;
        let bottom = textureSample(input_texture, input_sampler, uv + vec2<f32>(0.0, texel.y)).rgb;

        let edge_h = abs(left - right);
        let edge_v = abs(top - bottom);
        let edge = (edge_h + edge_v) * 0.5;
        let edge_strength = length(edge);

        let edge_hue = fract(time * 0.1 + edge_strength * 2.0);
        let edge_color = hsv_to_rgb(vec3<f32>(edge_hue, 1.0, 1.0));
        color += edge_color * edge_strength * uniforms.edge_glow * 3.0;
    }

    if uniforms.speed_lines > 0.0 {
        let lines = speed_lines_effect(original_uv, time, uniforms.speed_lines);
        let line_color = hsv_to_rgb(vec3<f32>(fract(time * 0.1), 0.5, 1.0));
        color += line_color * lines * 0.5;
    }

    if uniforms.lens_flare > 0.0 {
        color += lens_flare_effect(original_uv, time, uniforms.lens_flare);
    }

    if uniforms.warp_speed > 0.0 {
        color += warp_speed_effect(original_uv, time, uniforms.warp_speed);
    }

    if uniforms.pulse_rings > 0.0 {
        color += pulse_rings_effect(original_uv, time, uniforms.pulse_rings);
    }

    if uniforms.digital_rain > 0.0 {
        let rain = digital_rain_effect(original_uv, time, uniforms.digital_rain);
        color = mix(color, color + rain, uniforms.digital_rain);
    }

    if uniforms.strobe > 0.0 {
        let strobe_flash = step(0.9, fract(time * 8.0)) * uniforms.strobe;
        color = mix(color, vec3<f32>(1.0), strobe_flash);
    }

    let grade_mode = i32(uniforms.color_grade_mode);
    if grade_mode > 0 {
        color = apply_color_grade(color, grade_mode);
    }

    if uniforms.saturation != 1.0 {
        let luminance = dot(color, vec3<f32>(0.299, 0.587, 0.114));
        color = mix(vec3<f32>(luminance), color, uniforms.saturation);
    }

    if uniforms.invert > 0.5 {
        color = vec3<f32>(1.0) - color;
    }

    color = pow(color, vec3<f32>(0.95));
    color = mix(color, color * color * (3.0 - 2.0 * color), 0.15);
    color = clamp(color, vec3<f32>(0.0), vec3<f32>(1.0));

    return vec4<f32>(color, 1.0);
}