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-rw-r--r--common/shaders/math/common_utils.wgsl6
1 files changed, 3 insertions, 3 deletions
diff --git a/common/shaders/math/common_utils.wgsl b/common/shaders/math/common_utils.wgsl
index 49aaead..b8446b4 100644
--- a/common/shaders/math/common_utils.wgsl
+++ b/common/shaders/math/common_utils.wgsl
@@ -6,21 +6,21 @@ 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: vec3<f32>) -> vec3<f32> {
+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);
return normalize(normal_matrix * normal_local);
}
// Spherical UV mapping (sphere or any radial surface)
// Returns UV in [0,1] range
-fn spherical_uv(p: vec3<f32>) -> vec2<f32> {
+fn spherical_uv(p: vec3f) -> vec2<f32> {
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);
}
// Spherical UV from direction vector (for skybox, etc.)
-fn spherical_uv_from_dir(dir: vec3<f32>) -> vec2<f32> {
+fn spherical_uv_from_dir(dir: vec3f) -> vec2<f32> {
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);