summaryrefslogtreecommitdiff
path: root/common/shaders/camera_common.wgsl
diff options
context:
space:
mode:
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 /common/shaders/camera_common.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 'common/shaders/camera_common.wgsl')
-rw-r--r--common/shaders/camera_common.wgsl24
1 files changed, 12 insertions, 12 deletions
diff --git a/common/shaders/camera_common.wgsl b/common/shaders/camera_common.wgsl
index bd29775..c7daebf 100644
--- a/common/shaders/camera_common.wgsl
+++ b/common/shaders/camera_common.wgsl
@@ -9,17 +9,17 @@ struct CameraParams {
}
struct Ray {
- origin: vec3<f32>,
- direction: vec3<f32>,
+ origin: vec3f,
+ direction: vec3f,
}
// Generate camera ray for given UV coordinates (-1 to 1)
fn getCameraRay(cam: CameraParams, uv: vec2<f32>) -> Ray {
- let cam_pos = vec3<f32>(cam.inv_view[3].x, cam.inv_view[3].y, cam.inv_view[3].z);
+ 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
let tan_fov = tan(cam.fov * 0.5);
- let ndc = vec3<f32>(uv.x * cam.aspect_ratio * tan_fov, uv.y * tan_fov, -1.0);
+ let ndc = vec3f(uv.x * cam.aspect_ratio * tan_fov, uv.y * tan_fov, -1.0);
// Transform direction by inverse view matrix (rotation only)
let dir = normalize(
@@ -32,21 +32,21 @@ fn getCameraRay(cam: CameraParams, uv: vec2<f32>) -> Ray {
}
// Extract camera position from inverse view matrix
-fn getCameraPosition(cam: CameraParams) -> vec3<f32> {
- return vec3<f32>(cam.inv_view[3].x, cam.inv_view[3].y, cam.inv_view[3].z);
+fn getCameraPosition(cam: CameraParams) -> vec3f {
+ return vec3f(cam.inv_view[3].x, cam.inv_view[3].y, cam.inv_view[3].z);
}
// Extract camera forward vector (view direction)
-fn getCameraForward(cam: CameraParams) -> vec3<f32> {
- return -normalize(vec3<f32>(cam.inv_view[2].x, cam.inv_view[2].y, cam.inv_view[2].z));
+fn getCameraForward(cam: CameraParams) -> vec3f {
+ return -normalize(vec3f(cam.inv_view[2].x, cam.inv_view[2].y, cam.inv_view[2].z));
}
// Extract camera up vector
-fn getCameraUp(cam: CameraParams) -> vec3<f32> {
- return normalize(vec3<f32>(cam.inv_view[1].x, cam.inv_view[1].y, cam.inv_view[1].z));
+fn getCameraUp(cam: CameraParams) -> vec3f {
+ return normalize(vec3f(cam.inv_view[1].x, cam.inv_view[1].y, cam.inv_view[1].z));
}
// Extract camera right vector
-fn getCameraRight(cam: CameraParams) -> vec3<f32> {
- return normalize(vec3<f32>(cam.inv_view[0].x, cam.inv_view[0].y, cam.inv_view[0].z));
+fn getCameraRight(cam: CameraParams) -> vec3f {
+ return normalize(vec3f(cam.inv_view[0].x, cam.inv_view[0].y, cam.inv_view[0].z));
}