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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/sdf_test.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/sdf_test.wgsl')
-rw-r--r--workspaces/main/shaders/sdf_test.wgsl8
1 files changed, 4 insertions, 4 deletions
diff --git a/workspaces/main/shaders/sdf_test.wgsl b/workspaces/main/shaders/sdf_test.wgsl
index 3b63fef..941481e 100644
--- a/workspaces/main/shaders/sdf_test.wgsl
+++ b/workspaces/main/shaders/sdf_test.wgsl
@@ -37,15 +37,15 @@ fn shade(pos: vec3f, rd: vec3f) -> vec3f {
}
@vertex
-fn vs_main(@builtin(vertex_index) vid: u32) -> @builtin(position) vec4<f32> {
+fn vs_main(@builtin(vertex_index) vid: u32) -> @builtin(position) vec4f {
// Fullscreen triangle
let x = f32((vid & 1u) << 2u) - 1.0;
let y = f32((vid & 2u) << 1u) - 1.0;
- return vec4<f32>(x, y, 0.0, 1.0);
+ return vec4f(x, y, 0.0, 1.0);
}
@fragment
-fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
+fn fs_main(@builtin(position) pos: vec4f) -> @location(0) vec4f {
// UV coordinates (-1 to 1)
let uv = (pos.xy / uniforms.resolution - 0.5) * 2.0;
@@ -64,5 +64,5 @@ fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
col = shade(hit_pos, ray.direction);
}
- return vec4<f32>(col, 1.0);
+ return vec4f(col, 1.0);
}