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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/postprocess_inline.wgsl
parent1c5a9fb7b8c704a59ec58894adf46d73d1615072 (diff)
replace wgsl type: vec4<f32> -> vec4f ..
Diffstat (limited to 'common/shaders/postprocess_inline.wgsl')
-rw-r--r--common/shaders/postprocess_inline.wgsl32
1 files changed, 16 insertions, 16 deletions
diff --git a/common/shaders/postprocess_inline.wgsl b/common/shaders/postprocess_inline.wgsl
index fcc5e27..84ef3d3 100644
--- a/common/shaders/postprocess_inline.wgsl
+++ b/common/shaders/postprocess_inline.wgsl
@@ -2,29 +2,29 @@
// Use these instead of separate effect classes for v2 sequences
// Vignette: darkens edges based on distance from center
-fn apply_vignette(color: vec4<f32>, uv: vec2<f32>, radius: f32, softness: f32, intensity: f32) -> vec4<f32> {
- let d = distance(uv, vec2<f32>(0.5, 0.5));
+fn apply_vignette(color: vec4f, uv: vec2f, radius: f32, softness: f32, intensity: f32) -> vec4f {
+ let d = distance(uv, vec2f(0.5, 0.5));
let vignette = smoothstep(radius, radius - softness, d);
- return vec4<f32>(color.rgb * mix(1.0, vignette, intensity), color.a);
+ return vec4f(color.rgb * mix(1.0, vignette, intensity), color.a);
}
// Flash: additive white flash
-fn apply_flash(color: vec4<f32>, flash_intensity: f32) -> vec4<f32> {
- return color + vec4<f32>(flash_intensity, flash_intensity, flash_intensity, 0.0);
+fn apply_flash(color: vec4f, flash_intensity: f32) -> vec4f {
+ return color + vec4f(flash_intensity, flash_intensity, flash_intensity, 0.0);
}
// Fade: linear interpolation to target color
-fn apply_fade(color: vec4<f32>, fade_amount: f32, fade_color: vec3<f32>) -> vec4<f32> {
- return vec4<f32>(mix(color.rgb, fade_color, fade_amount), color.a);
+fn apply_fade(color: vec4f, fade_amount: f32, fade_color: vec3f) -> vec4f {
+ return vec4f(mix(color.rgb, fade_color, fade_amount), color.a);
}
// Theme modulation: multiply by color tint
-fn apply_theme(color: vec4<f32>, theme_color: vec3<f32>, strength: f32) -> vec4<f32> {
- return vec4<f32>(mix(color.rgb, color.rgb * theme_color, strength), color.a);
+fn apply_theme(color: vec4f, theme_color: vec3f, strength: f32) -> vec4f {
+ return vec4f(mix(color.rgb, color.rgb * theme_color, strength), color.a);
}
// Solarize: threshold-based color inversion
-fn apply_solarize(color: vec4<f32>, threshold: f32, strength: f32, time: f32) -> vec4<f32> {
+fn apply_solarize(color: vec4f, threshold: f32, strength: f32, time: f32) -> vec4f {
let pattern_num = u32(time / 2.0);
let is_even = (pattern_num % 2u) == 0u;
let thr = threshold + 0.15 * sin(time);
@@ -44,18 +44,18 @@ fn apply_solarize(color: vec4<f32>, threshold: f32, strength: f32, time: f32) ->
// Chroma aberration: RGB channel offset
fn apply_chroma_aberration(input_tex: texture_2d<f32>, input_sampler: sampler,
- uv: vec2<f32>, offset: f32, resolution: vec2<f32>) -> vec4<f32> {
+ uv: vec2f, offset: f32, resolution: vec2f) -> vec4f {
let pixel_offset = offset / resolution;
- let r = textureSample(input_tex, input_sampler, uv + vec2<f32>(pixel_offset.x, 0.0)).r;
+ let r = textureSample(input_tex, input_sampler, uv + vec2f(pixel_offset.x, 0.0)).r;
let g = textureSample(input_tex, input_sampler, uv).g;
- let b = textureSample(input_tex, input_sampler, uv - vec2<f32>(pixel_offset.x, 0.0)).b;
+ let b = textureSample(input_tex, input_sampler, uv - vec2f(pixel_offset.x, 0.0)).b;
let a = textureSample(input_tex, input_sampler, uv).a;
- return vec4<f32>(r, g, b, a);
+ return vec4f(r, g, b, a);
}
// Distort: UV distortion based on time
-fn apply_distort(uv: vec2<f32>, time: f32, strength: f32) -> vec2<f32> {
+fn apply_distort(uv: vec2f, time: f32, strength: f32) -> vec2f {
let distort_x = sin(uv.y * 10.0 + time * 2.0) * strength;
let distort_y = cos(uv.x * 10.0 + time * 2.0) * strength;
- return uv + vec2<f32>(distort_x, distort_y);
+ return uv + vec2f(distort_x, distort_y);
}