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authorskal <pascal.massimino@gmail.com>2026-02-14 15:23:14 +0100
committerskal <pascal.massimino@gmail.com>2026-02-14 15:23:14 +0100
commitde7514e6b9ff9c0b9320975ba7d44754b5115b54 (patch)
treeef5401878f931357878c6771a3252cf4cf72175a /workspaces/test/shaders/gaussian_blur.wgsl
parent8ce27b7e15f0fc65c8ee78950c7501660b936178 (diff)
refactor(wgsl): replace inline fullscreen_vs with common include
Replace duplicate fullscreen triangle vertex shader code with #include "render/fullscreen_vs" in 8 workspace shaders. Eliminates ~60 lines of duplication and establishes single source of truth. Modified shaders: - circle_mask_compute.wgsl (main/test) - circle_mask_render.wgsl (main/test) - ellipse.wgsl (main/test) - gaussian_blur.wgsl (main/test) Updated test_shader_assets.cc to validate include directive instead of inline @vertex keyword for affected shaders. All tests passing (34/34). handoff(Claude): Shader modularization - fullscreen_vs consolidated Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'workspaces/test/shaders/gaussian_blur.wgsl')
-rw-r--r--workspaces/test/shaders/gaussian_blur.wgsl11
1 files changed, 2 insertions, 9 deletions
diff --git a/workspaces/test/shaders/gaussian_blur.wgsl b/workspaces/test/shaders/gaussian_blur.wgsl
index 02156f7..22e467f 100644
--- a/workspaces/test/shaders/gaussian_blur.wgsl
+++ b/workspaces/test/shaders/gaussian_blur.wgsl
@@ -2,6 +2,8 @@
@group(0) @binding(1) var txt: texture_2d<f32>;
#include "common_uniforms"
+#include "render/fullscreen_vs"
+
struct GaussianBlurParams {
strength: f32,
_pad: f32,
@@ -10,15 +12,6 @@ struct GaussianBlurParams {
@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
@group(0) @binding(3) var<uniform> params: GaussianBlurParams;
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1, -1),
- vec2<f32>(3, -1),
- vec2<f32>(-1, 3)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
-}
-
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
let uv = p.xy / uniforms.resolution;
var res = vec4<f32>(0.0);