diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-28 02:39:04 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-28 02:39:04 +0100 |
| commit | 472c2258dbeca000a454ea1781f09df63477563e (patch) | |
| tree | 98ac75c3824f19f4a598a807b3cb6aa13e8cb0c3 /common/shaders/camera_common.wgsl | |
| parent | 1c5a9fb7b8c704a59ec58894adf46d73d1615072 (diff) | |
replace wgsl type: vec4<f32> -> vec4f ..
Diffstat (limited to 'common/shaders/camera_common.wgsl')
| -rw-r--r-- | common/shaders/camera_common.wgsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/common/shaders/camera_common.wgsl b/common/shaders/camera_common.wgsl index c7daebf..846d052 100644 --- a/common/shaders/camera_common.wgsl +++ b/common/shaders/camera_common.wgsl @@ -1,7 +1,7 @@ // Camera parameters and helpers for SDF raymarching effects struct CameraParams { - inv_view: mat4x4<f32>, + inv_view: mat4x4f, fov: f32, near_plane: f32, far_plane: f32, @@ -14,7 +14,7 @@ struct Ray { } // Generate camera ray for given UV coordinates (-1 to 1) -fn getCameraRay(cam: CameraParams, uv: vec2<f32>) -> Ray { +fn getCameraRay(cam: CameraParams, uv: vec2f) -> Ray { let cam_pos = vec3f(cam.inv_view[3].x, cam.inv_view[3].y, cam.inv_view[3].z); // Compute ray direction from FOV and aspect ratio |
