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authorskal <pascal.massimino@gmail.com>2026-02-12 00:33:58 +0100
committerskal <pascal.massimino@gmail.com>2026-02-12 00:33:58 +0100
commit641b5b692ddfce30cc1bcebe742b38e0bba39ce8 (patch)
tree1249d50ef4c3d84b11f9c2edbc6fa5b8025626fd /workspaces/main/shaders/particle_spray_compute.wgsl
parent89c46872127aaede53362f64cdc3fe9b3164650b (diff)
fix: update shader files to use beat_phase instead of beat
- Fixed particle_spray_compute.wgsl (uniforms.beat → uniforms.beat_phase) - Fixed ellipse.wgsl (uniforms.beat → uniforms.beat_phase) - Applied to all workspace and asset directories Resolves shader compilation error on demo64k startup. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'workspaces/main/shaders/particle_spray_compute.wgsl')
-rw-r--r--workspaces/main/shaders/particle_spray_compute.wgsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/workspaces/main/shaders/particle_spray_compute.wgsl b/workspaces/main/shaders/particle_spray_compute.wgsl
index a4041f2..4b6e48f 100644
--- a/workspaces/main/shaders/particle_spray_compute.wgsl
+++ b/workspaces/main/shaders/particle_spray_compute.wgsl
@@ -29,7 +29,7 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
p.color = vec4<f32>(hash(r + 0.1), hash(r + 0.2), 1.0, 1.0);
}
let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
- p.pos = vec4<f32>(new_pos, p.pos.w - 0.01 * (1.0 + uniforms.beat));
+ p.pos = vec4<f32>(new_pos, p.pos.w - 0.01 * (1.0 + uniforms.beat_phase));
p.vel.y = p.vel.y - 0.01;
particles[i] = p;
}