summaryrefslogtreecommitdiff
path: root/common/shaders/render/raymarching.wgsl
diff options
context:
space:
mode:
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/render/raymarching.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/render/raymarching.wgsl')
-rw-r--r--common/shaders/render/raymarching.wgsl10
1 files changed, 5 insertions, 5 deletions
diff --git a/common/shaders/render/raymarching.wgsl b/common/shaders/render/raymarching.wgsl
index fb96348..4e0327b 100644
--- a/common/shaders/render/raymarching.wgsl
+++ b/common/shaders/render/raymarching.wgsl
@@ -1,7 +1,7 @@
// Common functions for Signed Distance Field (SDF) raymarching.
//
// Required user-defined functions:
-// - df(vec3<f32>) -> f32
+// - df(vec3f) -> f32
// Distance field for single-pass rendering (rayMarch, normal, shadow)
//
// For two-pass rendering with object IDs, see raymarching_id.wgsl
@@ -15,9 +15,9 @@ const MAX_RAY_MARCHES: i32 = 80;
const NORM_OFF: f32 = 0.005;
// Computes the surface normal of the distance field at a point `pos`.
-fn normal(pos: vec3<f32>) -> vec3<f32> {
+fn normal(pos: vec3f) -> vec3f {
let eps = vec2<f32>(NORM_OFF, 0.0);
- var nor: vec3<f32>;
+ var nor: vec3f;
nor.x = df(pos + eps.xyy) - df(pos - eps.xyy);
nor.y = df(pos + eps.yxy) - df(pos - eps.yxy);
nor.z = df(pos + eps.yyx) - df(pos - eps.yyx);
@@ -26,7 +26,7 @@ fn normal(pos: vec3<f32>) -> vec3<f32> {
// Performs the raymarching operation.
// Returns the distance along the ray to the surface, or MAX_RAY_LENGTH if no surface is hit.
-fn rayMarch(ro: vec3<f32>, rd: vec3<f32>, tmin: f32) -> f32 {
+fn rayMarch(ro: vec3f, rd: vec3f, tmin: f32) -> f32 {
var t = tmin;
for (var i = 0; i < MAX_RAY_MARCHES; i++) {
if (t > MAX_RAY_LENGTH) {
@@ -43,7 +43,7 @@ fn rayMarch(ro: vec3<f32>, rd: vec3<f32>, tmin: f32) -> f32 {
}
// Computes a soft shadow for a given point.
-fn shadow(lp: vec3<f32>, ld: vec3<f32>, mint: f32, maxt: f32) -> f32 {
+fn shadow(lp: vec3f, ld: vec3f, mint: f32, maxt: f32) -> f32 {
let ds = 1.0 - 0.4;
var t = mint;
var nd = 1e6;