diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-21 10:24:24 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-21 10:24:24 +0100 |
| commit | 7d6c9bc2f10a479d9e054af56a75e535d1015b79 (patch) | |
| tree | a364cc4d16052162c48e15e9e05e491e9ba1e758 /workspaces/main/shaders/particle_spray_compute.wgsl | |
| parent | 53187e2d930cf982a0bc7f99262586c6a8a0640a (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/particle_spray_compute.wgsl')
| -rw-r--r-- | workspaces/main/shaders/particle_spray_compute.wgsl | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/workspaces/main/shaders/particle_spray_compute.wgsl b/workspaces/main/shaders/particle_spray_compute.wgsl index 4b6e48f..7bdae88 100644 --- a/workspaces/main/shaders/particle_spray_compute.wgsl +++ b/workspaces/main/shaders/particle_spray_compute.wgsl @@ -1,8 +1,8 @@ struct Particle { - pos: vec4<f32>, - vel: vec4<f32>, - rot: vec4<f32>, - color: vec4<f32>, + pos: vec4f, + vel: vec4f, + rot: vec4f, + color: vec4f, }; #include "common_uniforms" @@ -15,7 +15,7 @@ fn hash(p: f32) -> f32 { } @compute @workgroup_size(64) -fn main(@builtin(global_invocation_id) id: vec3<u32>) { +fn main(@builtin(global_invocation_id) id: vec3u) { let i = id.x; if (i >= arrayLength(&particles)) { return; @@ -24,12 +24,12 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) { if (p.pos.w <= 0.0) { let r = hash(f32(i) + uniforms.time); let angle = r * 6.28318; - p.pos = vec4<f32>(0.0, 0.0, 0.0, 1.0); - p.vel = vec4<f32>(cos(angle), sin(angle), 0.0, 0.0) * (0.5 + hash(r) * 0.5) * (1.0 + uniforms.audio_intensity * 2.0); - p.color = vec4<f32>(hash(r + 0.1), hash(r + 0.2), 1.0, 1.0); + p.pos = vec4f(0.0, 0.0, 0.0, 1.0); + p.vel = vec4f(cos(angle), sin(angle), 0.0, 0.0) * (0.5 + hash(r) * 0.5) * (1.0 + uniforms.audio_intensity * 2.0); + p.color = vec4f(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_phase)); + p.pos = vec4f(new_pos, p.pos.w - 0.01 * (1.0 + uniforms.beat_phase)); p.vel.y = p.vel.y - 0.01; particles[i] = p; } |
