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authorskal <pascal.massimino@gmail.com>2026-02-28 02:39:04 +0100
committerskal <pascal.massimino@gmail.com>2026-02-28 02:39:04 +0100
commit472c2258dbeca000a454ea1781f09df63477563e (patch)
tree98ac75c3824f19f4a598a807b3cb6aa13e8cb0c3 /common/shaders/camera_common.wgsl
parent1c5a9fb7b8c704a59ec58894adf46d73d1615072 (diff)
replace wgsl type: vec4<f32> -> vec4f ..
Diffstat (limited to 'common/shaders/camera_common.wgsl')
-rw-r--r--common/shaders/camera_common.wgsl4
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