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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 /src/effects
parent1c5a9fb7b8c704a59ec58894adf46d73d1615072 (diff)
replace wgsl type: vec4<f32> -> vec4f ..
Diffstat (limited to 'src/effects')
-rw-r--r--src/effects/peak_meter_effect.cc18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/effects/peak_meter_effect.cc b/src/effects/peak_meter_effect.cc
index 27adba4..2a7b7f9 100644
--- a/src/effects/peak_meter_effect.cc
+++ b/src/effects/peak_meter_effect.cc
@@ -14,8 +14,8 @@ PeakMeter::PeakMeter(const GpuContext& ctx,
const char* shader_main = R"(
struct VertexOutput {
- @builtin(position) position: vec4<f32>,
- @location(0) uv: vec2<f32>,
+ @builtin(position) position: vec4f,
+ @location(0) uv: vec2f,
};
@group(0) @binding(0) var inputSampler: sampler;
@@ -25,18 +25,18 @@ PeakMeter::PeakMeter(const GpuContext& ctx,
@vertex
fn vs_main(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
var output: 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 pos = array<vec2f, 3>(
+ vec2f(-1.0, -1.0),
+ vec2f(3.0, -1.0),
+ vec2f(-1.0, 3.0)
);
- output.position = vec4<f32>(pos[vertexIndex], 0.0, 1.0);
+ output.position = vec4f(pos[vertexIndex], 0.0, 1.0);
output.uv = pos[vertexIndex] * 0.5 + 0.5;
return output;
}
@fragment
- fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
+ fn fs_main(input: VertexOutput) -> @location(0) vec4f {
let bar_y_min = 0.005;
let bar_y_max = 0.015;
let bar_x_min = 0.015;
@@ -47,7 +47,7 @@ PeakMeter::PeakMeter(const GpuContext& ctx,
if (in_bar_y && in_bar_x) {
let uv_x = (input.uv.x - bar_x_min) / (bar_x_max - bar_x_min);
let factor = step(uv_x, uniforms.audio_intensity);
- return mix(vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(1.0, 0.0, 0.0, 1.0), factor);
+ return mix(vec4f(0.0, 0.0, 0.0, 1.0), vec4f(1.0, 0.0, 0.0, 1.0), factor);
}
return textureSample(inputTexture, inputSampler, input.uv);