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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 /common/shaders/combined_postprocess.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/combined_postprocess.wgsl')
-rw-r--r--common/shaders/combined_postprocess.wgsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/common/shaders/combined_postprocess.wgsl b/common/shaders/combined_postprocess.wgsl
index ea65761..d56386e 100644
--- a/common/shaders/combined_postprocess.wgsl
+++ b/common/shaders/combined_postprocess.wgsl
@@ -28,7 +28,7 @@ struct VertexOutput {
// Apply effects in sequence (customize as needed)
// color = apply_solarize(color, 0.4, 0.4, uniforms.time);
- // color = apply_theme(color, vec3<f32>(1.0, 0.8, 0.6), 0.3);
+ // color = apply_theme(color, vec3f(1.0, 0.8, 0.6), 0.3);
color = apply_vignette(color, in.uv, 0.6, 0.1, uniforms.audio_intensity);
// color = apply_flash(color, uniforms.beat_phase * 0.2);