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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/particle_spray_compute.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/particle_spray_compute.wgsl')
-rw-r--r--workspaces/main/shaders/particle_spray_compute.wgsl18
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;
}