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authorskal <pascal.massimino@gmail.com>2026-02-28 00:39:32 +0100
committerskal <pascal.massimino@gmail.com>2026-02-28 00:51:27 +0100
commit75e561bd092895a031ae4475f7d1fdc35b1b1832 (patch)
tree8e193d59fa2c01148e625703d65ba0de5c6a4ce8 /common/shaders/passthrough.wgsl
parenta1e2159b0ff2cb1ecf2c4bc1dc95bf576fda282b (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/passthrough.wgsl')
-rw-r--r--common/shaders/passthrough.wgsl15
1 files changed, 1 insertions, 14 deletions
diff --git a/common/shaders/passthrough.wgsl b/common/shaders/passthrough.wgsl
index 9fb0bdc..265082a 100644
--- a/common/shaders/passthrough.wgsl
+++ b/common/shaders/passthrough.wgsl
@@ -1,24 +1,11 @@
// Passthrough shader for Sequence v2
#include "sequence_uniforms"
+#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> {
return textureSample(input_texture, input_sampler, in.uv);
}