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/render/fullscreen_uv_vs.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/render/fullscreen_uv_vs.wgsl')
| -rw-r--r-- | common/shaders/render/fullscreen_uv_vs.wgsl | 15 |
1 files changed, 15 insertions, 0 deletions
diff --git a/common/shaders/render/fullscreen_uv_vs.wgsl b/common/shaders/render/fullscreen_uv_vs.wgsl new file mode 100644 index 0000000..42d87c3 --- /dev/null +++ b/common/shaders/render/fullscreen_uv_vs.wgsl @@ -0,0 +1,15 @@ +// Common vertex shader for fullscreen post-processing effects. +// Draws a single triangle that covers the entire screen, with uv +// coordinates in [0..1] +struct VertexOutput { + @builtin(position) position: vec4<f32>, + @location(0) uv: vec2<f32>, +}; + +@vertex fn vs_main(@builtin(vertex_index) i: u32) -> VertexOutput { + let pos = array<vec4f, 3>(vec4f(-1, -1, 0, 1.), vec4f(3, -1, 2., 1.), vec4f(-1, 3, 0, -1)); + var out: VertexOutput; + out.position = vec4f(pos[i].xy, 0.0, 1.0); + out.uv = pos[i].zw; + return out; +} |
