diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-28 00:39:32 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-28 00:51:27 +0100 |
| commit | 75e561bd092895a031ae4475f7d1fdc35b1b1832 (patch) | |
| tree | 8e193d59fa2c01148e625703d65ba0de5c6a4ce8 /common/shaders/combined_postprocess.wgsl | |
| parent | a1e2159b0ff2cb1ecf2c4bc1dc95bf576fda282b (diff) | |
fix(shaders): deduplicate VertexOutput/vs_main via render/fullscreen_uv_vs snippet
- Fix vs_main return type (VertexOutput, not vec4<f32>)
- Fix #include paths in passthrough, gaussian_blur, heptagon, combined_postprocess
- ShaderComposer: assert + suggest correct path on missing #include (non-STRIP_ALL)
- VerifyIncludes: upgrade WARNING to ERROR + assert, add "did you mean?" hint
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'common/shaders/combined_postprocess.wgsl')
| -rw-r--r-- | common/shaders/combined_postprocess.wgsl | 15 |
1 files changed, 1 insertions, 14 deletions
diff --git a/common/shaders/combined_postprocess.wgsl b/common/shaders/combined_postprocess.wgsl index d56386e..bf43d6e 100644 --- a/common/shaders/combined_postprocess.wgsl +++ b/common/shaders/combined_postprocess.wgsl @@ -3,25 +3,12 @@ #include "sequence_uniforms" #include "postprocess_inline" +#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main @group(0) @binding(0) var input_sampler: sampler; @group(0) @binding(1) var input_texture: texture_2d<f32>; @group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams; -struct VertexOutput { - @builtin(position) position: vec4<f32>, - @location(0) uv: vec2<f32>, -}; - -@vertex fn vs_main(@builtin(vertex_index) vid: u32) -> VertexOutput { - var out: VertexOutput; - let x = f32((vid & 1u) << 1u); - let y = f32((vid & 2u)); - out.position = vec4<f32>(x * 2.0 - 1.0, 1.0 - y * 2.0, 0.0, 1.0); - out.uv = vec2<f32>(x, y); - return out; -} - @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { // Sample base color var color = textureSample(input_texture, input_sampler, in.uv); |
