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-rw-r--r--common/shaders/math/common_utils.wgsl18
1 files changed, 9 insertions, 9 deletions
diff --git a/common/shaders/math/common_utils.wgsl b/common/shaders/math/common_utils.wgsl
index b8446b4..6ebc25a 100644
--- a/common/shaders/math/common_utils.wgsl
+++ b/common/shaders/math/common_utils.wgsl
@@ -6,28 +6,28 @@ const PI: f32 = 3.14159265359;
const TAU: f32 = 6.28318530718;
// Transform normal from local to world space using inverse model matrix
-fn transform_normal(inv_model: mat4x4<f32>, normal_local: vec3f) -> vec3f {
- let normal_matrix = mat3x3<f32>(inv_model[0].xyz, inv_model[1].xyz, inv_model[2].xyz);
+fn transform_normal(inv_model: mat4x4f, normal_local: vec3f) -> vec3f {
+ let normal_matrix = mat3x3f(inv_model[0].xyz, inv_model[1].xyz, inv_model[2].xyz);
return normalize(normal_matrix * normal_local);
}
// Spherical UV mapping (sphere or any radial surface)
// Returns UV in [0,1] range
-fn spherical_uv(p: vec3f) -> vec2<f32> {
+fn spherical_uv(p: vec3f) -> vec2f {
let u = atan2(p.x, p.z) / TAU + 0.5;
let v = acos(clamp(p.y / length(p), -1.0, 1.0)) / PI;
- return vec2<f32>(u, v);
+ return vec2f(u, v);
}
// Spherical UV from direction vector (for skybox, etc.)
-fn spherical_uv_from_dir(dir: vec3f) -> vec2<f32> {
+fn spherical_uv_from_dir(dir: vec3f) -> vec2f {
let u = atan2(dir.z, dir.x) / TAU + 0.5;
let v = asin(clamp(dir.y, -1.0, 1.0)) / PI + 0.5;
- return vec2<f32>(u, v);
+ return vec2f(u, v);
}
// Grid pattern for procedural texturing (checkerboard-like)
-fn grid_pattern(uv: vec2<f32>) -> f32 {
+fn grid_pattern(uv: vec2f) -> f32 {
let grid = 0.5 + 0.5 * sin(uv.x * PI) * sin(uv.y * PI);
return smoothstep(0.45, 0.55, grid);
}
@@ -37,8 +37,8 @@ fn grid_pattern(uv: vec2<f32>) -> f32 {
// Calculates normalized screen coordinates from fragment position and resolution.
// Input `p` is the fragment's @builtin(position), `resolution` is the screen resolution.
-// Returns a vec2<f32> in NDC space, with X adjusted for aspect ratio.
-fn getScreenCoord(p: vec4<f32>, resolution: vec2<f32>) -> vec2<f32> {
+// Returns a vec2f in NDC space, with X adjusted for aspect ratio.
+fn getScreenCoord(p: vec4f, resolution: vec2f) -> vec2f {
let q = p.xy / resolution;
var coord = -1.0 + 2.0 * q;
coord.x *= resolution.x / resolution.y;