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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/rotating_cube.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/rotating_cube.wgsl')
-rw-r--r--workspaces/main/shaders/rotating_cube.wgsl78
1 files changed, 39 insertions, 39 deletions
diff --git a/workspaces/main/shaders/rotating_cube.wgsl b/workspaces/main/shaders/rotating_cube.wgsl
index d7e4cae..0c75a13 100644
--- a/workspaces/main/shaders/rotating_cube.wgsl
+++ b/workspaces/main/shaders/rotating_cube.wgsl
@@ -1,65 +1,65 @@
// Rotating cube shader v2 (simplified, no masking)
struct Uniforms {
- view_proj: mat4x4<f32>,
- inv_view_proj: mat4x4<f32>,
- camera_pos_time: vec4<f32>,
- params: vec4<f32>,
- resolution: vec2<f32>,
+ view_proj: mat4x4f,
+ inv_view_proj: mat4x4f,
+ camera_pos_time: vec4f,
+ params: vec4f,
+ resolution: vec2f,
aspect_ratio: f32,
_pad: f32,
};
struct ObjectData {
- model: mat4x4<f32>,
- inv_model: mat4x4<f32>,
- color: vec4<f32>,
- params: vec4<f32>,
+ model: mat4x4f,
+ inv_model: mat4x4f,
+ color: vec4f,
+ params: vec4f,
};
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
@group(0) @binding(1) var<storage, read> object: ObjectData;
struct VSOut {
- @builtin(position) pos: vec4<f32>,
- @location(0) world_pos: vec3<f32>,
- @location(1) normal: vec3<f32>,
+ @builtin(position) pos: vec4f,
+ @location(0) world_pos: vec3f,
+ @location(1) normal: vec3f,
};
// Cube vertices (hardcoded)
-fn get_cube_vertex(vid: u32) -> vec3<f32> {
- let positions = array<vec3<f32>, 36>(
+fn get_cube_vertex(vid: u32) -> vec3f {
+ let positions = array<vec3f, 36>(
// Front face
- vec3<f32>(-1, -1, 1), vec3<f32>( 1, -1, 1), vec3<f32>( 1, 1, 1),
- vec3<f32>(-1, -1, 1), vec3<f32>( 1, 1, 1), vec3<f32>(-1, 1, 1),
+ vec3f(-1, -1, 1), vec3f( 1, -1, 1), vec3f( 1, 1, 1),
+ vec3f(-1, -1, 1), vec3f( 1, 1, 1), vec3f(-1, 1, 1),
// Back face
- vec3<f32>( 1, -1, -1), vec3<f32>(-1, -1, -1), vec3<f32>(-1, 1, -1),
- vec3<f32>( 1, -1, -1), vec3<f32>(-1, 1, -1), vec3<f32>( 1, 1, -1),
+ vec3f( 1, -1, -1), vec3f(-1, -1, -1), vec3f(-1, 1, -1),
+ vec3f( 1, -1, -1), vec3f(-1, 1, -1), vec3f( 1, 1, -1),
// Right face
- vec3<f32>( 1, -1, 1), vec3<f32>( 1, -1, -1), vec3<f32>( 1, 1, -1),
- vec3<f32>( 1, -1, 1), vec3<f32>( 1, 1, -1), vec3<f32>( 1, 1, 1),
+ vec3f( 1, -1, 1), vec3f( 1, -1, -1), vec3f( 1, 1, -1),
+ vec3f( 1, -1, 1), vec3f( 1, 1, -1), vec3f( 1, 1, 1),
// Left face
- vec3<f32>(-1, -1, -1), vec3<f32>(-1, -1, 1), vec3<f32>(-1, 1, 1),
- vec3<f32>(-1, -1, -1), vec3<f32>(-1, 1, 1), vec3<f32>(-1, 1, -1),
+ vec3f(-1, -1, -1), vec3f(-1, -1, 1), vec3f(-1, 1, 1),
+ vec3f(-1, -1, -1), vec3f(-1, 1, 1), vec3f(-1, 1, -1),
// Top face
- vec3<f32>(-1, 1, 1), vec3<f32>( 1, 1, 1), vec3<f32>( 1, 1, -1),
- vec3<f32>(-1, 1, 1), vec3<f32>( 1, 1, -1), vec3<f32>(-1, 1, -1),
+ vec3f(-1, 1, 1), vec3f( 1, 1, 1), vec3f( 1, 1, -1),
+ vec3f(-1, 1, 1), vec3f( 1, 1, -1), vec3f(-1, 1, -1),
// Bottom face
- vec3<f32>(-1, -1, -1), vec3<f32>( 1, -1, -1), vec3<f32>( 1, -1, 1),
- vec3<f32>(-1, -1, -1), vec3<f32>( 1, -1, 1), vec3<f32>(-1, -1, 1)
+ vec3f(-1, -1, -1), vec3f( 1, -1, -1), vec3f( 1, -1, 1),
+ vec3f(-1, -1, -1), vec3f( 1, -1, 1), vec3f(-1, -1, 1)
);
return positions[vid];
}
-fn get_cube_normal(vid: u32) -> vec3<f32> {
+fn get_cube_normal(vid: u32) -> vec3f {
let face_id = vid / 6u;
- let normals = array<vec3<f32>, 6>(
- vec3<f32>( 0, 0, 1), // Front
- vec3<f32>( 0, 0, -1), // Back
- vec3<f32>( 1, 0, 0), // Right
- vec3<f32>(-1, 0, 0), // Left
- vec3<f32>( 0, 1, 0), // Top
- vec3<f32>( 0, -1, 0) // Bottom
+ let normals = array<vec3f, 6>(
+ vec3f( 0, 0, 1), // Front
+ vec3f( 0, 0, -1), // Back
+ vec3f( 1, 0, 0), // Right
+ vec3f(-1, 0, 0), // Left
+ vec3f( 0, 1, 0), // Top
+ vec3f( 0, -1, 0) // Bottom
);
return normals[face_id];
}
@@ -68,22 +68,22 @@ fn get_cube_normal(vid: u32) -> vec3<f32> {
let local_pos = get_cube_vertex(vid);
let local_normal = get_cube_normal(vid);
- let world_pos = object.model * vec4<f32>(local_pos, 1.0);
- let world_normal = normalize((object.model * vec4<f32>(local_normal, 0.0)).xyz);
+ let world_pos = object.model * vec4f(local_pos, 1.0);
+ let world_normal = normalize((object.model * vec4f(local_normal, 0.0)).xyz);
let clip_pos = uniforms.view_proj * world_pos;
return VSOut(clip_pos, world_pos.xyz, world_normal);
}
-@fragment fn fs_main(@location(0) world_pos: vec3<f32>, @location(1) normal: vec3<f32>) -> @location(0) vec4<f32> {
+@fragment fn fs_main(@location(0) world_pos: vec3f, @location(1) normal: vec3f) -> @location(0) vec4f {
let N = normalize(normal);
- let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0));
+ let light_dir = normalize(vec3f(1.0, 1.0, 1.0));
let diffuse = max(dot(N, light_dir), 0.0);
let ambient = 0.3;
let lighting = ambient + diffuse * 0.7;
let color = object.color.rgb * lighting;
- return vec4<f32>(color, 1.0);
+ return vec4f(color, 1.0);
}