1fn make_polka_dots(pos: vec2<f32>, time: f32) -> vec4<f32> { 2 let scaled_pos = pos * 6.0; 3 let cell = vec2<f32>(fract(scaled_pos.x), fract(scaled_pos.y)); 4 var dist_from_center = distance(cell, vec2<f32>(0.5)); 6 let is_even = (floor(scaled_pos.x) + floor(scaled_pos.y)) % 2.0; 8 var dot_color = vec3<f32>(0.0); 12 let color1 = vec3<f32>(1.0, 0.4, 0.8); 13 let color2 = vec3<f32>(0.6, 0.2, 1.0); 14 dot_color = mix(color1, color2, is_even); 15 is_dot = step(dist_from_center, 0.3); 17 let grid_x = floor(scaled_pos.x); 18 let grid_y = floor(scaled_pos.y); 20 let wave_phase = time * wave_speed; 22 let diagonal_pos = (grid_x + grid_y) * 0.5; 23 let wave_value = sin(diagonal_pos + wave_phase); 25 let wave_normalized = (wave_value + 1.0) * 0.5; 27 let color1 = vec3<f32>(1.0, 0.3, 0.7); 28 let color2 = vec3<f32>(0.5, 0.1, 1.0); 29 let intense_color1 = vec3<f32>(1.0, 0.1, 0.9); 30 let intense_color2 = vec3<f32>(0.8, 0.0, 1.0); 32 let animated_color1 = mix(color1, intense_color1, wave_normalized); 33 let animated_color2 = mix(color2, intense_color2, wave_normalized); 35 dot_color = mix(animated_color1, animated_color2, is_even); 37 let size_mod = 0.15 * wave_value; 38 dist_from_center = dist_from_center * (1.0 - size_mod); 40 is_dot = step(dist_from_center, 0.3 + wave_normalized * 0.2); 43 return vec4<f32>(dot_color * is_dot, 1.0);