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authorskal <pascal.massimino@gmail.com>2026-02-21 10:24:24 +0100
committerskal <pascal.massimino@gmail.com>2026-02-21 10:24:24 +0100
commit7d6c9bc2f10a479d9e054af56a75e535d1015b79 (patch)
treea364cc4d16052162c48e15e9e05e491e9ba1e758 /workspaces/main/shaders/flash.wgsl
parent53187e2d930cf982a0bc7f99262586c6a8a0640a (diff)
docs: Update WGSL files to use shorter vector and matrix type aliases
Replaced `vec2<f32>`, `vec3<f32>`, `vec4<f32>`, `mat4x4<f32>`, and `mat3x3<f32>` with their shorter aliases `vec2f`, `vec3f`, `vec4f`, `mat4x4f`, and `mat3x3f` across all WGSL shader files in `workspaces/main/shaders/`. This improves readability and aligns with modern WGSL conventions.
Diffstat (limited to 'workspaces/main/shaders/flash.wgsl')
-rw-r--r--workspaces/main/shaders/flash.wgsl12
1 files changed, 6 insertions, 6 deletions
diff --git a/workspaces/main/shaders/flash.wgsl b/workspaces/main/shaders/flash.wgsl
index 8f8c64c..379086e 100644
--- a/workspaces/main/shaders/flash.wgsl
+++ b/workspaces/main/shaders/flash.wgsl
@@ -5,23 +5,23 @@
@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams;
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) 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);
+ out.position = vec4f(x * 2.0 - 1.0, 1.0 - y * 2.0, 0.0, 1.0);
+ out.uv = vec2f(x, y);
return out;
}
-@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
+@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f {
// Strong flash on beat, fades quickly
let intensity = pow(1.0 - uniforms.beat_phase, 4.0);
// Add audio intensity for extra punch
let final_intensity = intensity * (1.0 + uniforms.audio_intensity * 0.5);
- return vec4<f32>(final_intensity, final_intensity, final_intensity, 1.0);
+ return vec4f(final_intensity, final_intensity, final_intensity, 1.0);
}