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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/visual_debug.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/visual_debug.wgsl')
-rw-r--r--workspaces/main/shaders/visual_debug.wgsl24
1 files changed, 12 insertions, 12 deletions
diff --git a/workspaces/main/shaders/visual_debug.wgsl b/workspaces/main/shaders/visual_debug.wgsl
index 63e1f13..3a382ca 100644
--- a/workspaces/main/shaders/visual_debug.wgsl
+++ b/workspaces/main/shaders/visual_debug.wgsl
@@ -1,31 +1,31 @@
struct GlobalUniforms {
- 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,
};
@group(0) @binding(0) var<uniform> uniforms : GlobalUniforms;
struct VertexInput {
- @location(0) position : vec3<f32>,
- @location(1) color : vec3<f32>,
+ @location(0) position : vec3f,
+ @location(1) color : vec3f,
}
struct VertexOutput {
- @builtin(position) position : vec4<f32>,
- @location(0) color : vec3<f32>,
+ @builtin(position) position : vec4f,
+ @location(0) color : vec3f,
}
@vertex
fn vs_main(in : VertexInput) -> VertexOutput {
var out : VertexOutput;
- out.position = uniforms.view_proj * vec4<f32>(in.position, 1.0);
+ out.position = uniforms.view_proj * vec4f(in.position, 1.0);
out.color = in.color;
return out;
}
@fragment
-fn fs_main(in : VertexOutput) -> @location(0) vec4<f32> {
- return vec4<f32>(in.color, 1.0);
+fn fs_main(in : VertexOutput) -> @location(0) vec4f {
+ return vec4f(in.color, 1.0);
}