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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/render
parent1c5a9fb7b8c704a59ec58894adf46d73d1615072 (diff)
replace wgsl type: vec4<f32> -> vec4f ..
Diffstat (limited to 'common/shaders/render')
-rw-r--r--common/shaders/render/fullscreen_uv_vs.wgsl4
-rw-r--r--common/shaders/render/fullscreen_vs.wgsl12
-rw-r--r--common/shaders/render/lighting_utils.wgsl4
-rw-r--r--common/shaders/render/raymarching.wgsl2
-rw-r--r--common/shaders/render/raymarching_id.wgsl2
-rw-r--r--common/shaders/render/scene_query_bvh.wgsl16
-rw-r--r--common/shaders/render/scene_query_linear.wgsl12
-rw-r--r--common/shaders/render/shadows.wgsl2
8 files changed, 27 insertions, 27 deletions
diff --git a/common/shaders/render/fullscreen_uv_vs.wgsl b/common/shaders/render/fullscreen_uv_vs.wgsl
index 42d87c3..f9ae427 100644
--- a/common/shaders/render/fullscreen_uv_vs.wgsl
+++ b/common/shaders/render/fullscreen_uv_vs.wgsl
@@ -2,8 +2,8 @@
// 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>,
+ @builtin(position) position: vec4f,
+ @location(0) uv: vec2f,
};
@vertex fn vs_main(@builtin(vertex_index) i: u32) -> VertexOutput {
diff --git a/common/shaders/render/fullscreen_vs.wgsl b/common/shaders/render/fullscreen_vs.wgsl
index a68604b..507b892 100644
--- a/common/shaders/render/fullscreen_vs.wgsl
+++ b/common/shaders/render/fullscreen_vs.wgsl
@@ -1,10 +1,10 @@
// Common vertex shader for fullscreen post-processing effects.
// Draws a single triangle that covers the entire screen.
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1, -1),
- vec2<f32>(3, -1),
- vec2<f32>(-1, 3)
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4f {
+ var pos = array<vec2f, 3>(
+ vec2f(-1, -1),
+ vec2f( 3, -1),
+ vec2f(-1, 3)
);
- return vec4<f32>(pos[i], 0.0, 1.0);
+ return vec4f(pos[i], 0.0, 1.0);
}
diff --git a/common/shaders/render/lighting_utils.wgsl b/common/shaders/render/lighting_utils.wgsl
index d2fd2e2..f805860 100644
--- a/common/shaders/render/lighting_utils.wgsl
+++ b/common/shaders/render/lighting_utils.wgsl
@@ -1,5 +1,5 @@
-fn calculate_lighting(color: vec3<f32>, normal: vec3<f32>, pos: vec3<f32>, shadow: f32) -> vec3<f32> {
- let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0));
+fn calculate_lighting(color: vec3f, normal: vec3f, pos: vec3f, shadow: f32) -> vec3f {
+ let light_dir = normalize(vec3f(1.0, 1.0, 1.0));
let diffuse = max(dot(normal, light_dir), 0.0);
let lighting = diffuse * (0.1 + 0.9 * shadow) + 0.1; // Ambient + Shadowed Diffuse
return color * lighting;
diff --git a/common/shaders/render/raymarching.wgsl b/common/shaders/render/raymarching.wgsl
index 4e0327b..2d6616d 100644
--- a/common/shaders/render/raymarching.wgsl
+++ b/common/shaders/render/raymarching.wgsl
@@ -16,7 +16,7 @@ const NORM_OFF: f32 = 0.005;
// Computes the surface normal of the distance field at a point `pos`.
fn normal(pos: vec3f) -> vec3f {
- let eps = vec2<f32>(NORM_OFF, 0.0);
+ let eps = vec2f(NORM_OFF, 0.0);
var nor: vec3f;
nor.x = df(pos + eps.xyy) - df(pos - eps.xyy);
nor.y = df(pos + eps.yxy) - df(pos - eps.yxy);
diff --git a/common/shaders/render/raymarching_id.wgsl b/common/shaders/render/raymarching_id.wgsl
index 42be02d..d9f32b2 100644
--- a/common/shaders/render/raymarching_id.wgsl
+++ b/common/shaders/render/raymarching_id.wgsl
@@ -51,7 +51,7 @@ fn reconstructPosition(ray: Ray, result: RayMarchResult) -> vec3f {
// Normal calculation using dfWithID.
fn normalWithID(pos: vec3f) -> vec3f {
- let eps = vec2<f32>(NORM_OFF, 0.0);
+ let eps = vec2f(NORM_OFF, 0.0);
var nor: vec3f;
nor.x = dfWithID(pos + eps.xyy).distance - dfWithID(pos - eps.xyy).distance;
nor.y = dfWithID(pos + eps.yxy).distance - dfWithID(pos - eps.yxy).distance;
diff --git a/common/shaders/render/scene_query_bvh.wgsl b/common/shaders/render/scene_query_bvh.wgsl
index 3e6f895..cf2136b 100644
--- a/common/shaders/render/scene_query_bvh.wgsl
+++ b/common/shaders/render/scene_query_bvh.wgsl
@@ -2,25 +2,25 @@
#include "math/sdf_utils"
struct BVHNode {
- min: vec3<f32>,
+ min: vec3f,
left_idx: i32,
- max: vec3<f32>,
+ max: vec3f,
obj_idx_or_right: i32,
};
@group(0) @binding(2) var<storage, read> bvh_nodes: array<BVHNode>;
-fn get_dist(p: vec3<f32>, obj_params: vec4<f32>) -> f32 {
+fn get_dist(p: vec3f, obj_params: vec4f) -> f32 {
let obj_type = obj_params.x;
if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere
- if (obj_type == 2.0) { return sdBox(p, vec3<f32>(1.0)); } // Unit Box
- if (obj_type == 3.0) { return sdTorus(p, vec2<f32>(1.0, 0.4)); } // Unit Torus
- if (obj_type == 4.0) { return sdPlane(p, vec3<f32>(0.0, 1.0, 0.0), 0.0); }
+ if (obj_type == 2.0) { return sdBox(p, vec3f(1.0)); } // Unit Box
+ if (obj_type == 3.0) { return sdTorus(p, vec2f(1.0, 0.4)); } // Unit Torus
+ if (obj_type == 4.0) { return sdPlane(p, vec3f(0.0, 1.0, 0.0), 0.0); }
if (obj_type == 5.0) { return sdBox(p, obj_params.yzw); } // MESH AABB
return 100.0;
}
-fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 {
+fn map_scene(p: vec3f, skip_idx: u32) -> f32 {
var d = 1000.0;
var stack: array<i32, 32>;
var stack_ptr = 0;
@@ -40,7 +40,7 @@ fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 {
let obj_idx = u32(node.obj_idx_or_right);
if (obj_idx == skip_idx) { continue; }
let obj = object_data.objects[obj_idx];
- let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz;
+ let q = (obj.inv_model * vec4f(p, 1.0)).xyz;
// Extract scale factors from the model matrix
let sx = length(obj.model[0].xyz);
diff --git a/common/shaders/render/scene_query_linear.wgsl b/common/shaders/render/scene_query_linear.wgsl
index 0497a40..5864b6f 100644
--- a/common/shaders/render/scene_query_linear.wgsl
+++ b/common/shaders/render/scene_query_linear.wgsl
@@ -1,17 +1,17 @@
#include "math/sdf_shapes"
#include "math/sdf_utils"
-fn get_dist(p: vec3<f32>, obj_params: vec4<f32>) -> f32 {
+fn get_dist(p: vec3f, obj_params: vec4f) -> f32 {
let obj_type = obj_params.x;
if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere
- if (obj_type == 2.0) { return sdBox(p, vec3<f32>(1.0)); } // Unit Box
- if (obj_type == 3.0) { return sdTorus(p, vec2<f32>(1.0, 0.4)); } // Unit Torus
- if (obj_type == 4.0) { return sdPlane(p, vec3<f32>(0.0, 1.0, 0.0), 0.0); }
+ if (obj_type == 2.0) { return sdBox(p, vec3f(1.0)); } // Unit Box
+ if (obj_type == 3.0) { return sdTorus(p, vec2f(1.0, 0.4)); } // Unit Torus
+ if (obj_type == 4.0) { return sdPlane(p, vec3f(0.0, 1.0, 0.0), 0.0); }
if (obj_type == 5.0) { return sdBox(p, obj_params.yzw); } // MESH AABB
return 100.0;
}
-fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 {
+fn map_scene(p: vec3f, skip_idx: u32) -> f32 {
var d = 1000.0;
@@ -23,7 +23,7 @@ fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 {
let obj = object_data.objects[i];
- let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz;
+ let q = (obj.inv_model * vec4f(p, 1.0)).xyz;
diff --git a/common/shaders/render/shadows.wgsl b/common/shaders/render/shadows.wgsl
index 7cba089..b71e073 100644
--- a/common/shaders/render/shadows.wgsl
+++ b/common/shaders/render/shadows.wgsl
@@ -1,4 +1,4 @@
-fn calc_shadow(ro: vec3<f32>, rd: vec3<f32>, tmin: f32, tmax: f32, skip_idx: u32) -> f32 {
+fn calc_shadow(ro: vec3f, rd: vec3f, tmin: f32, tmax: f32, skip_idx: u32) -> f32 {
var res = 1.0;
var t = tmin;
if (t < 0.05) { t = 0.05; }