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 | |
| 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')
| -rw-r--r-- | common/shaders/combined_postprocess.wgsl | 15 | ||||
| -rw-r--r-- | common/shaders/gaussian_blur.wgsl | 15 | ||||
| -rw-r--r-- | common/shaders/heptagon.wgsl | 15 | ||||
| -rw-r--r-- | common/shaders/passthrough.wgsl | 15 | ||||
| -rw-r--r-- | common/shaders/render/fullscreen_uv_vs.wgsl | 15 | ||||
| -rw-r--r-- | common/shaders/skybox.wgsl | 20 |
6 files changed, 20 insertions, 75 deletions
diff --git a/common/shaders/combined_postprocess.wgsl b/common/shaders/combined_postprocess.wgsl index d56386e..bf43d6e 100644 --- a/common/shaders/combined_postprocess.wgsl +++ b/common/shaders/combined_postprocess.wgsl @@ -3,25 +3,12 @@ #include "sequence_uniforms" #include "postprocess_inline" +#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> { // Sample base color var color = textureSample(input_texture, input_sampler, in.uv); diff --git a/common/shaders/gaussian_blur.wgsl b/common/shaders/gaussian_blur.wgsl index 293977f..551d522 100644 --- a/common/shaders/gaussian_blur.wgsl +++ b/common/shaders/gaussian_blur.wgsl @@ -1,5 +1,6 @@ // Gaussian blur 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>; @@ -12,20 +13,6 @@ struct GaussianBlurParams { }; @group(0) @binding(3) var<uniform> params: GaussianBlurParams; -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> { let texel_size = 1.0 / uniforms.resolution; let offset = params.direction * texel_size; diff --git a/common/shaders/heptagon.wgsl b/common/shaders/heptagon.wgsl index 078978a..519dce5 100644 --- a/common/shaders/heptagon.wgsl +++ b/common/shaders/heptagon.wgsl @@ -1,23 +1,10 @@ // Heptagon shader for Sequence v2 #include "sequence_uniforms" +#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main // Standard v2 post-process layout (bindings 0,1 unused for scene effects) @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; -} - fn sdf_heptagon(p: vec2<f32>, r: f32) -> f32 { let an = 3.141593 / 7.0; // PI/7 for heptagon let acs = vec2<f32>(cos(an), sin(an)); 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); } 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; +} diff --git a/common/shaders/skybox.wgsl b/common/shaders/skybox.wgsl index 31bea3b..d280390 100644 --- a/common/shaders/skybox.wgsl +++ b/common/shaders/skybox.wgsl @@ -1,29 +1,11 @@ #include "common_uniforms" #include "math/common_utils" +#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main @group(0) @binding(0) var sky_tex: texture_2d<f32>; @group(0) @binding(1) var sky_sampler: sampler; @group(0) @binding(2) var<uniform> globals: GlobalUniforms; -struct VertexOutput { - @builtin(position) position: vec4<f32>, - @location(0) uv: vec2<f32>, -}; - -@vertex -fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput { - var pos = array<vec2<f32>, 3>( - vec2<f32>(-1.0, -1.0), - vec2<f32>( 3.0, -1.0), - vec2<f32>(-1.0, 3.0) - ); - - var out: VertexOutput; - out.position = vec4<f32>(pos[vertex_index], 0.0, 1.0); - out.uv = vec2<f32>(pos[vertex_index].x * 0.5 + 0.5, 1.0 - (pos[vertex_index].y * 0.5 + 0.5)); - return out; -} - @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { // Convert UV to NDC |
