struct VertexOutput {
@builtin(position) gl_Position: vec4<f32>,
@location(0) uv: vec2<f32>,
};
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
var pos_array = array<vec2<f32>, 4>(
vec2<f32>(1., 1.),
vec2<f32>(-1., 1.),
vec2<f32>(1., -1.),
vec2<f32>(-1., -1.),
);
var uv_array = array<vec2<f32>, 4>(
vec2<f32>(1., 0.),
vec2<f32>(0., 0.),
vec2<f32>(1., 1.),
vec2<f32>(0., 1.),
);
return VertexOutput(
vec4<f32>(pos_array[vertex_index], 0., 1.),
uv_array[vertex_index],
);
}
@fragment
fn fs_main(vertex: VertexOutput) -> @location(0) vec4<f32> {
iAudio = global.iAudio;
iTime = global.iTime;
iFrequency = global.iFrequency;
iIntensity = global.iIntensity;
iIntensityIntegral = global.iIntensityIntegral;
iResolution = global.iResolution;
iStep = global.iStep;
aspectCorrection = iResolution / min(iResolution.x, iResolution.y);
defaultPulse = sawtooth(iTime * iFrequency, 0.1);
onePixel = 1. / iResolution;
iAudioLow = iAudio.x;
iAudioMid = iAudio.y;
iAudioHi = iAudio.z;
iAudioLevel = iAudio.w;
return main(vertex.uv);
}