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authorskal <pascal.massimino@gmail.com>2026-02-21 09:44:17 +0100
committerskal <pascal.massimino@gmail.com>2026-02-21 09:50:09 +0100
commitde9bc553ed0e8bda42057ac441936c20a8185f60 (patch)
tree1d7417510512b670bf3ce14c18020b45e5baec24 /cnn_v2/shaders/cnn_v2_compute.wgsl
parente0f326e23f6b96f31ce9e8bbd5b5f2233e6a90ba (diff)
refactor(wgsl): Use vec*f alias for vector types
Replaces all instances of `vec<f32>` with the more concise `vec*f` alias (e.g., `vec3f`) across all `.wgsl` shaders. This improves readability and aligns with common graphics programming conventions. Also adds a new coding style rule to `doc/CODING_STYLE.md` to enforce this standard going forward. Finally, this commit fixes a build error in `test_effect_base.cc` by replacing a call to the non-existent `wgpuDeviceTick` with `wgpuDevicePoll`, which resolves the test failure.
Diffstat (limited to 'cnn_v2/shaders/cnn_v2_compute.wgsl')
-rw-r--r--cnn_v2/shaders/cnn_v2_compute.wgsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/cnn_v2/shaders/cnn_v2_compute.wgsl b/cnn_v2/shaders/cnn_v2_compute.wgsl
index cdbfd74..c788f69 100644
--- a/cnn_v2/shaders/cnn_v2_compute.wgsl
+++ b/cnn_v2/shaders/cnn_v2_compute.wgsl
@@ -132,7 +132,7 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
// Blend with original on final layer
if (is_output) {
let original = textureLoad(original_input, coord, 0).rgb;
- let result_rgb = vec3<f32>(output.x, output.y, output.z);
+ let result_rgb = vec3f(output.x, output.y, output.z);
let blended = mix(original, result_rgb, params.blend_amount);
output.x = blended.r;
output.y = blended.g;