diff options
Diffstat (limited to 'common')
31 files changed, 173 insertions, 173 deletions
diff --git a/common/shaders/camera_common.wgsl b/common/shaders/camera_common.wgsl index c7daebf..846d052 100644 --- a/common/shaders/camera_common.wgsl +++ b/common/shaders/camera_common.wgsl @@ -1,7 +1,7 @@ // Camera parameters and helpers for SDF raymarching effects struct CameraParams { - inv_view: mat4x4<f32>, + inv_view: mat4x4f, fov: f32, near_plane: f32, far_plane: f32, @@ -14,7 +14,7 @@ struct Ray { } // Generate camera ray for given UV coordinates (-1 to 1) -fn getCameraRay(cam: CameraParams, uv: vec2<f32>) -> Ray { +fn getCameraRay(cam: CameraParams, uv: vec2f) -> Ray { let cam_pos = vec3f(cam.inv_view[3].x, cam.inv_view[3].y, cam.inv_view[3].z); // Compute ray direction from FOV and aspect ratio diff --git a/common/shaders/combined_postprocess.wgsl b/common/shaders/combined_postprocess.wgsl index bf43d6e..c0acfe7 100644 --- a/common/shaders/combined_postprocess.wgsl +++ b/common/shaders/combined_postprocess.wgsl @@ -9,7 +9,7 @@ @group(0) @binding(1) var input_texture: texture_2d<f32>; @group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams; -@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { +@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f { // Sample base color var color = textureSample(input_texture, input_sampler, in.uv); diff --git a/common/shaders/common_uniforms.wgsl b/common/shaders/common_uniforms.wgsl index 1ab8939..5dc0251 100644 --- a/common/shaders/common_uniforms.wgsl +++ b/common/shaders/common_uniforms.wgsl @@ -1,5 +1,5 @@ struct CommonUniforms { - resolution: vec2<f32>, // Screen dimensions + resolution: vec2f, // Screen dimensions aspect_ratio: f32, // Width/height ratio time: f32, // Physical time in seconds (unaffected by tempo) beat_time: f32, // Musical time in beats (absolute, tempo-scaled) @@ -8,17 +8,17 @@ struct CommonUniforms { _pad: f32, // Padding }; 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, }; struct ObjectData { - model: mat4x4<f32>, - inv_model: mat4x4<f32>, - color: vec4<f32>, - params: vec4<f32>, + model: mat4x4f, + inv_model: mat4x4f, + color: vec4f, + params: vec4f, }; struct ObjectsBuffer { objects: array<ObjectData>, diff --git a/common/shaders/compute/gen_blend.wgsl b/common/shaders/compute/gen_blend.wgsl index 9fc9e1e..c6be7bb 100644 --- a/common/shaders/compute/gen_blend.wgsl +++ b/common/shaders/compute/gen_blend.wgsl @@ -18,8 +18,8 @@ struct BlendParams { fn main(@builtin(global_invocation_id) id: vec3<u32>) { if (id.x >= params.width || id.y >= params.height) { return; } - let uv = vec2<f32>(f32(id.x) / f32(params.width), - f32(id.y) / f32(params.height)); + let uv = vec2f(f32(id.x) / f32(params.width), + f32(id.y) / f32(params.height)); let color_a = textureSampleLevel(input_a, tex_sampler, uv, 0.0); let color_b = textureSampleLevel(input_b, tex_sampler, uv, 0.0); diff --git a/common/shaders/compute/gen_grid.wgsl b/common/shaders/compute/gen_grid.wgsl index cc5e189..4ce7ea3 100644 --- a/common/shaders/compute/gen_grid.wgsl +++ b/common/shaders/compute/gen_grid.wgsl @@ -20,5 +20,5 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) { let val = select(0.0, 1.0, on_line); - textureStore(output_tex, id.xy, vec4<f32>(val, val, val, 1.0)); + textureStore(output_tex, id.xy, vec4f(val, val, val, 1.0)); } diff --git a/common/shaders/compute/gen_mask.wgsl b/common/shaders/compute/gen_mask.wgsl index 1ce9f52..39f5b50 100644 --- a/common/shaders/compute/gen_mask.wgsl +++ b/common/shaders/compute/gen_mask.wgsl @@ -16,8 +16,8 @@ struct MaskParams { fn main(@builtin(global_invocation_id) id: vec3<u32>) { if (id.x >= params.width || id.y >= params.height) { return; } - let uv = vec2<f32>(f32(id.x) / f32(params.width), - f32(id.y) / f32(params.height)); + let uv = vec2f(f32(id.x) / f32(params.width), + f32(id.y) / f32(params.height)); let color_a = textureSampleLevel(input_a, tex_sampler, uv, 0.0); let mask_b = textureSampleLevel(input_b, tex_sampler, uv, 0.0); diff --git a/common/shaders/compute/gen_noise.wgsl b/common/shaders/compute/gen_noise.wgsl index 5c0babd..7b75f13 100644 --- a/common/shaders/compute/gen_noise.wgsl +++ b/common/shaders/compute/gen_noise.wgsl @@ -17,10 +17,10 @@ struct NoiseParams { fn main(@builtin(global_invocation_id) id: vec3<u32>) { if (id.x >= params.width || id.y >= params.height) { return; } - let uv = vec2<f32>(f32(id.x) / f32(params.width), - f32(id.y) / f32(params.height)); + let uv = vec2f(f32(id.x) / f32(params.width), + f32(id.y) / f32(params.height)); let p = uv * params.frequency + params.seed; let noise = noise_2d(p); - textureStore(output_tex, id.xy, vec4<f32>(noise, noise, noise, 1.0)); + textureStore(output_tex, id.xy, vec4f(noise, noise, noise, 1.0)); } diff --git a/common/shaders/compute/gen_perlin.wgsl b/common/shaders/compute/gen_perlin.wgsl index 73816d6..2807f6d 100644 --- a/common/shaders/compute/gen_perlin.wgsl +++ b/common/shaders/compute/gen_perlin.wgsl @@ -21,8 +21,8 @@ struct PerlinParams { fn main(@builtin(global_invocation_id) id: vec3<u32>) { if (id.x >= params.width || id.y >= params.height) { return; } - let uv = vec2<f32>(f32(id.x) / f32(params.width), - f32(id.y) / f32(params.height)); + let uv = vec2f(f32(id.x) / f32(params.width), + f32(id.y) / f32(params.height)); var value = 0.0; var amplitude = params.amplitude; @@ -40,5 +40,5 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) { value /= total_amp; let clamped = clamp(value, 0.0, 1.0); - textureStore(output_tex, id.xy, vec4<f32>(clamped, clamped, clamped, 1.0)); + textureStore(output_tex, id.xy, vec4f(clamped, clamped, clamped, 1.0)); } diff --git a/common/shaders/gaussian_blur.wgsl b/common/shaders/gaussian_blur.wgsl index 551d522..7f85719 100644 --- a/common/shaders/gaussian_blur.wgsl +++ b/common/shaders/gaussian_blur.wgsl @@ -7,17 +7,17 @@ @group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams; struct GaussianBlurParams { - direction: vec2<f32>, + direction: vec2f, radius: f32, _pad: f32, }; @group(0) @binding(3) var<uniform> params: GaussianBlurParams; -@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { +@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f { let texel_size = 1.0 / uniforms.resolution; let offset = params.direction * texel_size; - var color = vec4<f32>(0.0); + var color = vec4f(0.0); let kernel_size = i32(params.radius); var weight_sum = 0.0; diff --git a/common/shaders/heptagon.wgsl b/common/shaders/heptagon.wgsl index 519dce5..a8a450f 100644 --- a/common/shaders/heptagon.wgsl +++ b/common/shaders/heptagon.wgsl @@ -5,29 +5,29 @@ // Standard v2 post-process layout (bindings 0,1 unused for scene effects) @group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams; -fn sdf_heptagon(p: vec2<f32>, r: f32) -> f32 { +fn sdf_heptagon(p: vec2f, r: f32) -> f32 { let an = 3.141593 / 7.0; // PI/7 for heptagon - let acs = vec2<f32>(cos(an), sin(an)); + let acs = vec2f(cos(an), sin(an)); let bn = (atan2(p.x, p.y) % (2.0 * an)) - an; - let q = length(p) * vec2<f32>(cos(bn), abs(sin(bn))); + let q = length(p) * vec2f(cos(bn), abs(sin(bn))); return length(q - r * acs) * sign(q.x - r * acs.x); } -@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { +@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f { let aspect = uniforms.aspect_ratio; - let uv = (in.uv * 2.0 - 1.0) * vec2<f32>(aspect, 1.0); + let uv = (in.uv * 2.0 - 1.0) * vec2f(aspect, 1.0); let rotation = uniforms.beat_time * 0.5; let c = cos(rotation); let s = sin(rotation); - let rot_uv = vec2<f32>( + let rot_uv = vec2f( uv.x * c - uv.y * s, uv.x * s + uv.y * c ); let dist = sdf_heptagon(rot_uv, 0.3); - let color = mix(vec3<f32>(0.2, 0.4, 0.8), vec3<f32>(1.0, 0.8, 0.2), + let color = mix(vec3f(0.2, 0.4, 0.8), vec3f(1.0, 0.8, 0.2), smoothstep(0.01, -0.01, dist)); - return vec4<f32>(color, 1.0); + return vec4f(color, 1.0); } diff --git a/common/shaders/lighting.wgsl b/common/shaders/lighting.wgsl index ac2142b..fd92c1a 100644 --- a/common/shaders/lighting.wgsl +++ b/common/shaders/lighting.wgsl @@ -1,15 +1,15 @@ -fn get_normal_basic(p: vec3<f32>, obj_params: vec4<f32>) -> vec3<f32> { +fn get_normal_basic(p: vec3f, obj_params: vec4f) -> vec3f { let obj_type = obj_params.x; if (obj_type == 1.0) { return normalize(p); } - let e = vec2<f32>(0.001, 0.0); - return normalize(vec3<f32>( + let e = vec2f(0.001, 0.0); + return normalize(vec3f( get_dist(p + e.xyy, obj_params) - get_dist(p - e.xyy, obj_params), get_dist(p + e.yxy, obj_params) - get_dist(p - e.yxy, obj_params), get_dist(p + e.yyx, obj_params) - get_dist(p - e.yyx, obj_params) )); } -fn calc_shadow(ro: vec3<f32>, rd: vec3<f32>, tmin: f32, tmax: f32, skip_idx: u32) -> f32 { +fn calc_shadow(ro: vec3f, rd: vec3f, tmin: f32, tmax: f32, skip_idx: u32) -> f32 { var res = 1.0; var t = tmin; if (t < 0.05) { t = 0.05; } diff --git a/common/shaders/math/color.wgsl b/common/shaders/math/color.wgsl index b63c915..9352053 100644 --- a/common/shaders/math/color.wgsl +++ b/common/shaders/math/color.wgsl @@ -2,26 +2,26 @@ // sRGB to Linear approximation // Note: Assumes input is in sRGB color space. -fn sRGB(t: vec3<f32>) -> vec3<f32> { - return mix(1.055 * pow(t, vec3<f32>(1.0/2.4)) - 0.055, 12.92 * t, step(t, vec3<f32>(0.0031308))); +fn sRGB(t: vec3f) -> vec3f { + return mix(1.055 * pow(t, vec3f(1.0/2.4)) - 0.055, 12.92 * t, step(t, vec3f(0.0031308))); } // ACES Filmic Tone Mapping (Approximate) // A common tone mapping algorithm used in games and film. -fn aces_approx(v_in: vec3<f32>) -> vec3<f32> { - var v = max(v_in, vec3<f32>(0.0)); +fn aces_approx(v_in: vec3f) -> vec3f { + var v = max(v_in, vec3f(0.0)); v *= 0.6; let a = 2.51; let b = 0.03; let c = 2.43; let d = 0.59; let e = 0.14; - return clamp((v * (a * v + b)) / (v * (c * v + d) + e), vec3<f32>(0.0), vec3<f32>(1.0)); + return clamp((v * (a * v + b)) / (v * (c * v + d) + e), vec3f(0.0), vec3f(1.0)); } // HSV to RGB conversion -const hsv2rgb_K = vec4<f32>(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); -fn hsv2rgb(c: vec3<f32>) -> vec3<f32> { +const hsv2rgb_K = vec4f(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); +fn hsv2rgb(c: vec3f) -> vec3f { let p = abs(fract(c.xxx + hsv2rgb_K.xyz) * 6.0 - hsv2rgb_K.www); - return c.z * mix(hsv2rgb_K.xxx, clamp(p - hsv2rgb_K.xxx, vec3<f32>(0.0), vec3<f32>(1.0)), c.y); + return c.z * mix(hsv2rgb_K.xxx, clamp(p - hsv2rgb_K.xxx, vec3f(0.0), vec3f(1.0)), c.y); } 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; diff --git a/common/shaders/math/noise.wgsl b/common/shaders/math/noise.wgsl index 9f99e4a..dd97e02 100644 --- a/common/shaders/math/noise.wgsl +++ b/common/shaders/math/noise.wgsl @@ -14,31 +14,31 @@ fn hash_1f(x: f32) -> f32 { return fract(v); } -// Hash: vec2<f32> -> f32 +// Hash: vec2f -> f32 // 2D coordinate to single hash value -fn hash_2f(p: vec2<f32>) -> f32 { - var h = dot(p, vec2<f32>(127.1, 311.7)); +fn hash_2f(p: vec2f) -> f32 { + var h = dot(p, vec2f(127.1, 311.7)); return fract(sin(h) * 43758.5453123); } -// Hash: vec2<f32> -> vec2<f32> +// Hash: vec2f -> vec2f // 2D coordinate to 2D hash (from Shadertoy 4djSRW) -fn hash_2f_2f(p: vec2<f32>) -> vec2<f32> { - var p3 = fract(vec3<f32>(p.x, p.y, p.x) * vec3<f32>(0.1021, 0.1013, 0.0977)); +fn hash_2f_2f(p: vec2f) -> vec2f { + var p3 = fract(vec3f(p.x, p.y, p.x) * vec3f(0.1021, 0.1013, 0.0977)); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.xx + p3.yz) * p3.zy); } -// Hash: vec3<f32> -> f32 +// Hash: vec3f -> f32 // 3D coordinate to single hash value -fn hash_3f(p: vec3<f32>) -> f32 { - var h = dot(p, vec3<f32>(127.1, 311.7, 74.7)); +fn hash_3f(p: vec3f) -> f32 { + var h = dot(p, vec3f(127.1, 311.7, 74.7)); return fract(sin(h) * 43758.5453123); } -// Hash: vec3<f32> -> vec3<f32> +// Hash: vec3f -> vec3f // 3D coordinate to 3D hash -fn hash_3f_3f(p: vec3<f32>) -> vec3<f32> { +fn hash_3f_3f(p: vec3f) -> vec3f { var v = fract(p); v += dot(v, v.yxz + 32.41); return fract((v.xxy + v.yzz) * v.zyx); @@ -56,14 +56,14 @@ fn hash_1u(p: u32) -> f32 { return bitcast<f32>((P >> 9u) | 0x3f800000u) - 1.0; } -// Hash: u32 -> vec2<f32> -fn hash_1u_2f(p: u32) -> vec2<f32> { - return vec2<f32>(hash_1u(p), hash_1u(p + 1423u)); +// Hash: u32 -> vec2f +fn hash_1u_2f(p: u32) -> vec2f { + return vec2f(hash_1u(p), hash_1u(p + 1423u)); } -// Hash: u32 -> vec3<f32> -fn hash_1u_3f(p: u32) -> vec3<f32> { - return vec3<f32>(hash_1u(p), hash_1u(p + 1423u), hash_1u(p + 124453u)); +// Hash: u32 -> vec3f +fn hash_1u_3f(p: u32) -> vec3f { + return vec3f(hash_1u(p), hash_1u(p + 1423u), hash_1u(p + 124453u)); } // ============================================ @@ -72,32 +72,32 @@ fn hash_1u_3f(p: u32) -> vec3<f32> { // Value Noise: 2D // Interpolated grid noise using smoothstep -fn noise_2d(p: vec2<f32>) -> f32 { +fn noise_2d(p: vec2f) -> f32 { let i = floor(p); let f = fract(p); let u = f * f * (3.0 - 2.0 * f); - let n0 = hash_2f(i + vec2<f32>(0.0, 0.0)); - let n1 = hash_2f(i + vec2<f32>(1.0, 0.0)); - let n2 = hash_2f(i + vec2<f32>(0.0, 1.0)); - let n3 = hash_2f(i + vec2<f32>(1.0, 1.0)); + let n0 = hash_2f(i + vec2f(0.0, 0.0)); + let n1 = hash_2f(i + vec2f(1.0, 0.0)); + let n2 = hash_2f(i + vec2f(0.0, 1.0)); + let n3 = hash_2f(i + vec2f(1.0, 1.0)); let ix0 = mix(n0, n1, u.x); let ix1 = mix(n2, n3, u.x); return mix(ix0, ix1, u.y); } // Value Noise: 3D -fn noise_3d(p: vec3<f32>) -> f32 { +fn noise_3d(p: vec3f) -> f32 { let i = floor(p); let f = fract(p); let u = f * f * (3.0 - 2.0 * f); - let n000 = hash_3f(i + vec3<f32>(0.0, 0.0, 0.0)); - let n100 = hash_3f(i + vec3<f32>(1.0, 0.0, 0.0)); - let n010 = hash_3f(i + vec3<f32>(0.0, 1.0, 0.0)); - let n110 = hash_3f(i + vec3<f32>(1.0, 1.0, 0.0)); - let n001 = hash_3f(i + vec3<f32>(0.0, 0.0, 1.0)); - let n101 = hash_3f(i + vec3<f32>(1.0, 0.0, 1.0)); - let n011 = hash_3f(i + vec3<f32>(0.0, 1.0, 1.0)); - let n111 = hash_3f(i + vec3<f32>(1.0, 1.0, 1.0)); + let n000 = hash_3f(i + vec3f(0.0, 0.0, 0.0)); + let n100 = hash_3f(i + vec3f(1.0, 0.0, 0.0)); + let n010 = hash_3f(i + vec3f(0.0, 1.0, 0.0)); + let n110 = hash_3f(i + vec3f(1.0, 1.0, 0.0)); + let n001 = hash_3f(i + vec3f(0.0, 0.0, 1.0)); + let n101 = hash_3f(i + vec3f(1.0, 0.0, 1.0)); + let n011 = hash_3f(i + vec3f(0.0, 1.0, 1.0)); + let n111 = hash_3f(i + vec3f(1.0, 1.0, 1.0)); let ix00 = mix(n000, n100, u.x); let ix10 = mix(n010, n110, u.x); let ix01 = mix(n001, n101, u.x); @@ -113,13 +113,13 @@ fn noise_3d(p: vec3<f32>) -> f32 { // Gyroid function (periodic triply-orthogonal minimal surface) // Useful for procedural patterns and cellular structures -fn gyroid(p: vec3<f32>) -> f32 { +fn gyroid(p: vec3f) -> f32 { return abs(0.04 + dot(sin(p), cos(p.zxy))); } // Fractional Brownian Motion (FBM) 2D // Multi-octave noise for natural-looking variation -fn fbm_2d(p: vec2<f32>, octaves: i32) -> f32 { +fn fbm_2d(p: vec2f, octaves: i32) -> f32 { var value = 0.0; var amplitude = 0.5; var frequency = 1.0; @@ -133,7 +133,7 @@ fn fbm_2d(p: vec2<f32>, octaves: i32) -> f32 { } // Fractional Brownian Motion (FBM) 3D -fn fbm_3d(p: vec3<f32>, octaves: i32) -> f32 { +fn fbm_3d(p: vec3f, octaves: i32) -> f32 { var value = 0.0; var amplitude = 0.5; var frequency = 1.0; diff --git a/common/shaders/math/sdf_shapes.wgsl b/common/shaders/math/sdf_shapes.wgsl index 4dcfdd6..2dfae3e 100644 --- a/common/shaders/math/sdf_shapes.wgsl +++ b/common/shaders/math/sdf_shapes.wgsl @@ -1,30 +1,30 @@ // 3D SDF primitives -fn sdSphere(p: vec3<f32>, r: f32) -> f32 { +fn sdSphere(p: vec3f, r: f32) -> f32 { return length(p) - r; } -fn sdBox(p: vec3<f32>, b: vec3<f32>) -> f32 { +fn sdBox(p: vec3f, b: vec3f) -> f32 { let q = abs(p) - b; - return length(max(q, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0); + return length(max(q, vec3f(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0); } -fn sdTorus(p: vec3<f32>, t: vec2<f32>) -> f32 { - let q = vec2<f32>(length(p.xz) - t.x, p.y); +fn sdTorus(p: vec3f, t: vec2f) -> f32 { + let q = vec2f(length(p.xz) - t.x, p.y); return length(q) - t.y; } -fn sdPlane(p: vec3<f32>, n: vec3<f32>, h: f32) -> f32 { +fn sdPlane(p: vec3f, n: vec3f, h: f32) -> f32 { return dot(p, n) + h; } // 2D SDF primitives -fn sdBox2D(p: vec2<f32>, b: vec2<f32>) -> f32 { +fn sdBox2D(p: vec2f, b: vec2f) -> f32 { let d = abs(p) - b; - return length(max(d, vec2<f32>(0.0))) + min(max(d.x, d.y), 0.0); + return length(max(d, vec2f(0.0))) + min(max(d.x, d.y), 0.0); } // Approximate -fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 { +fn sdEllipse(p: vec2f, ab: vec2f) -> f32 { let d = length(p / ab); return length(p) * (1.0 - 1.0 / d); } diff --git a/common/shaders/math/sdf_utils.wgsl b/common/shaders/math/sdf_utils.wgsl index 660a4ce..5a77c7e 100644 --- a/common/shaders/math/sdf_utils.wgsl +++ b/common/shaders/math/sdf_utils.wgsl @@ -1,8 +1,8 @@ -fn get_normal_basic(p: vec3<f32>, obj_params: vec4<f32>) -> vec3<f32> { +fn get_normal_basic(p: vec3f, obj_params: vec4f) -> vec3f { let obj_type = obj_params.x; if (obj_type == 1.0) { return normalize(p); } - let e = vec2<f32>(0.001, 0.0); - return normalize(vec3<f32>( + let e = vec2f(0.001, 0.0); + return normalize(vec3f( get_dist(p + e.xyy, obj_params) - get_dist(p - e.xyy, obj_params), get_dist(p + e.yxy, obj_params) - get_dist(p - e.yxy, obj_params), get_dist(p + e.yyx, obj_params) - get_dist(p - e.yyx, obj_params) @@ -12,11 +12,11 @@ fn get_normal_basic(p: vec3<f32>, obj_params: vec4<f32>) -> vec3<f32> { // Optimized normal estimation using tetrahedron pattern (4 SDF evals instead of 6). // Slightly less accurate than central differences but faster. // Uses tetrahedral gradient approximation with corners at (±1, ±1, ±1). -fn get_normal_fast(p: vec3<f32>, obj_params: vec4<f32>) -> vec3<f32> { +fn get_normal_fast(p: vec3f, obj_params: vec4f) -> vec3f { let obj_type = obj_params.x; if (obj_type == 1.0) { return normalize(p); } let eps = 0.0001; - let k = vec2<f32>(1.0, -1.0); + let k = vec2f(1.0, -1.0); return normalize( k.xyy * get_dist(p + k.xyy * eps, obj_params) + k.yyx * get_dist(p + k.yyx * eps, obj_params) + @@ -29,13 +29,13 @@ fn get_normal_fast(p: vec3<f32>, obj_params: vec4<f32>) -> vec3<f32> { // High quality, suitable for detailed surfaces with displacement mapping. // Note: Requires spherical_uv() function and get_dist() to be available in calling context. fn get_normal_bump( - p: vec3<f32>, - obj_params: vec4<f32>, + p: vec3f, + obj_params: vec4f, noise_tex: texture_2d<f32>, noise_sampler: sampler, disp_strength: f32 -) -> vec3<f32> { - let e = vec2<f32>(0.005, 0.0); +) -> vec3f { + let e = vec2f(0.005, 0.0); let q_x1 = p + e.xyy; let uv_x1 = spherical_uv(q_x1); @@ -67,21 +67,21 @@ fn get_normal_bump( let h_z2 = textureSample(noise_tex, noise_sampler, uv_z2).r; let d_z2 = get_dist(q_z2, obj_params) - disp_strength * h_z2; - return normalize(vec3<f32>(d_x1 - d_x2, d_y1 - d_y2, d_z1 - d_z2)); + return normalize(vec3f(d_x1 - d_x2, d_y1 - d_y2, d_z1 - d_z2)); } // Optimized bump-mapped normal using tetrahedron pattern (4 samples instead of 6). // 33% faster than get_normal_bump(), slightly less accurate. // Suitable for real-time rendering with displacement mapping. fn get_normal_bump_fast( - p: vec3<f32>, - obj_params: vec4<f32>, + p: vec3f, + obj_params: vec4f, noise_tex: texture_2d<f32>, noise_sampler: sampler, disp_strength: f32 -) -> vec3<f32> { +) -> vec3f { let eps = 0.0005; - let k = vec2<f32>(1.0, -1.0); + let k = vec2f(1.0, -1.0); let q1 = p + k.xyy * eps; let uv1 = spherical_uv(q1); @@ -107,9 +107,9 @@ fn get_normal_bump_fast( } // Distance to an Axis-Aligned Bounding Box -fn aabb_sdf(p: vec3<f32>, min_p: vec3<f32>, max_p: vec3<f32>) -> f32 { +fn aabb_sdf(p: vec3f, min_p: vec3f, max_p: vec3f) -> f32 { let center = (min_p + max_p) * 0.5; let extent = (max_p - min_p) * 0.5; let q = abs(p - center) - extent; - return length(max(q, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0); + return length(max(q, vec3f(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0); } diff --git a/common/shaders/math/utils.wgsl b/common/shaders/math/utils.wgsl index 85f0bdf..c75cb66 100644 --- a/common/shaders/math/utils.wgsl +++ b/common/shaders/math/utils.wgsl @@ -1,10 +1,10 @@ // General-purpose math utility functions. // Returns a 2x2 rotation matrix. -fn rot(a: f32) -> mat2x2<f32> { +fn rot(a: f32) -> mat2x2f { let c = cos(a); let s = sin(a); - return mat2x2<f32>(c, s, -s, c); + return mat2x2f(c, s, -s, c); } // Fast approximation of tanh. diff --git a/common/shaders/passthrough.wgsl b/common/shaders/passthrough.wgsl index 265082a..bce377c 100644 --- a/common/shaders/passthrough.wgsl +++ b/common/shaders/passthrough.wgsl @@ -6,6 +6,6 @@ @group(0) @binding(1) var input_texture: texture_2d<f32>; @group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams; -@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { +@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f { return textureSample(input_texture, input_sampler, in.uv); } diff --git a/common/shaders/postprocess_inline.wgsl b/common/shaders/postprocess_inline.wgsl index fcc5e27..84ef3d3 100644 --- a/common/shaders/postprocess_inline.wgsl +++ b/common/shaders/postprocess_inline.wgsl @@ -2,29 +2,29 @@ // Use these instead of separate effect classes for v2 sequences // Vignette: darkens edges based on distance from center -fn apply_vignette(color: vec4<f32>, uv: vec2<f32>, radius: f32, softness: f32, intensity: f32) -> vec4<f32> { - let d = distance(uv, vec2<f32>(0.5, 0.5)); +fn apply_vignette(color: vec4f, uv: vec2f, radius: f32, softness: f32, intensity: f32) -> vec4f { + let d = distance(uv, vec2f(0.5, 0.5)); let vignette = smoothstep(radius, radius - softness, d); - return vec4<f32>(color.rgb * mix(1.0, vignette, intensity), color.a); + return vec4f(color.rgb * mix(1.0, vignette, intensity), color.a); } // Flash: additive white flash -fn apply_flash(color: vec4<f32>, flash_intensity: f32) -> vec4<f32> { - return color + vec4<f32>(flash_intensity, flash_intensity, flash_intensity, 0.0); +fn apply_flash(color: vec4f, flash_intensity: f32) -> vec4f { + return color + vec4f(flash_intensity, flash_intensity, flash_intensity, 0.0); } // Fade: linear interpolation to target color -fn apply_fade(color: vec4<f32>, fade_amount: f32, fade_color: vec3<f32>) -> vec4<f32> { - return vec4<f32>(mix(color.rgb, fade_color, fade_amount), color.a); +fn apply_fade(color: vec4f, fade_amount: f32, fade_color: vec3f) -> vec4f { + return vec4f(mix(color.rgb, fade_color, fade_amount), color.a); } // Theme modulation: multiply by color tint -fn apply_theme(color: vec4<f32>, theme_color: vec3<f32>, strength: f32) -> vec4<f32> { - return vec4<f32>(mix(color.rgb, color.rgb * theme_color, strength), color.a); +fn apply_theme(color: vec4f, theme_color: vec3f, strength: f32) -> vec4f { + return vec4f(mix(color.rgb, color.rgb * theme_color, strength), color.a); } // Solarize: threshold-based color inversion -fn apply_solarize(color: vec4<f32>, threshold: f32, strength: f32, time: f32) -> vec4<f32> { +fn apply_solarize(color: vec4f, threshold: f32, strength: f32, time: f32) -> vec4f { let pattern_num = u32(time / 2.0); let is_even = (pattern_num % 2u) == 0u; let thr = threshold + 0.15 * sin(time); @@ -44,18 +44,18 @@ fn apply_solarize(color: vec4<f32>, threshold: f32, strength: f32, time: f32) -> // Chroma aberration: RGB channel offset fn apply_chroma_aberration(input_tex: texture_2d<f32>, input_sampler: sampler, - uv: vec2<f32>, offset: f32, resolution: vec2<f32>) -> vec4<f32> { + uv: vec2f, offset: f32, resolution: vec2f) -> vec4f { let pixel_offset = offset / resolution; - let r = textureSample(input_tex, input_sampler, uv + vec2<f32>(pixel_offset.x, 0.0)).r; + let r = textureSample(input_tex, input_sampler, uv + vec2f(pixel_offset.x, 0.0)).r; let g = textureSample(input_tex, input_sampler, uv).g; - let b = textureSample(input_tex, input_sampler, uv - vec2<f32>(pixel_offset.x, 0.0)).b; + let b = textureSample(input_tex, input_sampler, uv - vec2f(pixel_offset.x, 0.0)).b; let a = textureSample(input_tex, input_sampler, uv).a; - return vec4<f32>(r, g, b, a); + return vec4f(r, g, b, a); } // Distort: UV distortion based on time -fn apply_distort(uv: vec2<f32>, time: f32, strength: f32) -> vec2<f32> { +fn apply_distort(uv: vec2f, time: f32, strength: f32) -> vec2f { let distort_x = sin(uv.y * 10.0 + time * 2.0) * strength; let distort_y = cos(uv.x * 10.0 + time * 2.0) * strength; - return uv + vec2<f32>(distort_x, distort_y); + return uv + vec2f(distort_x, distort_y); } diff --git a/common/shaders/ray_box.wgsl b/common/shaders/ray_box.wgsl index d56ea1b..37b9d6a 100644 --- a/common/shaders/ray_box.wgsl +++ b/common/shaders/ray_box.wgsl @@ -4,7 +4,7 @@ struct RayBounds { hit: bool, }; -fn ray_box_intersection(ro: vec3<f32>, rd: vec3<f32>, extent: vec3<f32>) -> RayBounds { +fn ray_box_intersection(ro: vec3f, rd: vec3f, extent: vec3f) -> RayBounds { let inv_rd = 1.0 / rd; let t0 = (-extent - ro) * inv_rd; let t1 = (extent - ro) * inv_rd; diff --git a/common/shaders/ray_triangle.wgsl b/common/shaders/ray_triangle.wgsl index 13341c8..ece823a 100644 --- a/common/shaders/ray_triangle.wgsl +++ b/common/shaders/ray_triangle.wgsl @@ -3,18 +3,18 @@ // Reference: "Fast, Minimum Storage Ray-Triangle Intersection" struct TriangleHit { - uv: vec2<f32>, + uv: vec2f, z: f32, - N: vec3<f32>, + N: vec3f, hit: bool, }; fn ray_triangle_intersection( - orig: vec3<f32>, - dir: vec3<f32>, - p0: vec3<f32>, - p1: vec3<f32>, - p2: vec3<f32> + orig: vec3f, + dir: vec3f, + p0: vec3f, + p1: vec3f, + p2: vec3f ) -> TriangleHit { let d10 = p1 - p0; let d20 = p2 - p0; @@ -23,7 +23,7 @@ fn ray_triangle_intersection( let invdet = 1.0 / det; let d0 = orig - p0; let nd = cross(d0, dir); - let uv = vec2<f32>(dot(d20, nd), -dot(d10, nd)) * invdet; + let uv = vec2f(dot(d20, nd), -dot(d10, nd)) * invdet; let z = dot(d0, N) * invdet; let hit = det > 0.0 && z >= 0.0 && uv.x >= 0.0 && uv.y >= 0.0 && (uv.x + uv.y) < 1.0; return TriangleHit(uv, z, N, hit); diff --git a/common/shaders/render/fullscreen_uv_vs.wgsl b/common/shaders/render/fullscreen_uv_vs.wgsl index 42d87c3..f9ae427 100644 --- a/common/shaders/render/fullscreen_uv_vs.wgsl +++ b/common/shaders/render/fullscreen_uv_vs.wgsl @@ -2,8 +2,8 @@ // Draws a single triangle that covers the entire screen, with uv // coordinates in [0..1] struct VertexOutput { - @builtin(position) position: vec4<f32>, - @location(0) uv: vec2<f32>, + @builtin(position) position: vec4f, + @location(0) uv: vec2f, }; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> VertexOutput { diff --git a/common/shaders/render/fullscreen_vs.wgsl b/common/shaders/render/fullscreen_vs.wgsl index a68604b..507b892 100644 --- a/common/shaders/render/fullscreen_vs.wgsl +++ b/common/shaders/render/fullscreen_vs.wgsl @@ -1,10 +1,10 @@ // Common vertex shader for fullscreen post-processing effects. // Draws a single triangle that covers the entire screen. -@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) +@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4f { + var pos = array<vec2f, 3>( + vec2f(-1, -1), + vec2f( 3, -1), + vec2f(-1, 3) ); - return vec4<f32>(pos[i], 0.0, 1.0); + return vec4f(pos[i], 0.0, 1.0); } diff --git a/common/shaders/render/lighting_utils.wgsl b/common/shaders/render/lighting_utils.wgsl index d2fd2e2..f805860 100644 --- a/common/shaders/render/lighting_utils.wgsl +++ b/common/shaders/render/lighting_utils.wgsl @@ -1,5 +1,5 @@ -fn calculate_lighting(color: vec3<f32>, normal: vec3<f32>, pos: vec3<f32>, shadow: f32) -> vec3<f32> { - let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0)); +fn calculate_lighting(color: vec3f, normal: vec3f, pos: vec3f, shadow: f32) -> vec3f { + let light_dir = normalize(vec3f(1.0, 1.0, 1.0)); let diffuse = max(dot(normal, light_dir), 0.0); let lighting = diffuse * (0.1 + 0.9 * shadow) + 0.1; // Ambient + Shadowed Diffuse return color * lighting; diff --git a/common/shaders/render/raymarching.wgsl b/common/shaders/render/raymarching.wgsl index 4e0327b..2d6616d 100644 --- a/common/shaders/render/raymarching.wgsl +++ b/common/shaders/render/raymarching.wgsl @@ -16,7 +16,7 @@ const NORM_OFF: f32 = 0.005; // Computes the surface normal of the distance field at a point `pos`. fn normal(pos: vec3f) -> vec3f { - let eps = vec2<f32>(NORM_OFF, 0.0); + let eps = vec2f(NORM_OFF, 0.0); var nor: vec3f; nor.x = df(pos + eps.xyy) - df(pos - eps.xyy); nor.y = df(pos + eps.yxy) - df(pos - eps.yxy); diff --git a/common/shaders/render/raymarching_id.wgsl b/common/shaders/render/raymarching_id.wgsl index 42be02d..d9f32b2 100644 --- a/common/shaders/render/raymarching_id.wgsl +++ b/common/shaders/render/raymarching_id.wgsl @@ -51,7 +51,7 @@ fn reconstructPosition(ray: Ray, result: RayMarchResult) -> vec3f { // Normal calculation using dfWithID. fn normalWithID(pos: vec3f) -> vec3f { - let eps = vec2<f32>(NORM_OFF, 0.0); + let eps = vec2f(NORM_OFF, 0.0); var nor: vec3f; nor.x = dfWithID(pos + eps.xyy).distance - dfWithID(pos - eps.xyy).distance; nor.y = dfWithID(pos + eps.yxy).distance - dfWithID(pos - eps.yxy).distance; diff --git a/common/shaders/render/scene_query_bvh.wgsl b/common/shaders/render/scene_query_bvh.wgsl index 3e6f895..cf2136b 100644 --- a/common/shaders/render/scene_query_bvh.wgsl +++ b/common/shaders/render/scene_query_bvh.wgsl @@ -2,25 +2,25 @@ #include "math/sdf_utils" struct BVHNode { - min: vec3<f32>, + min: vec3f, left_idx: i32, - max: vec3<f32>, + max: vec3f, obj_idx_or_right: i32, }; @group(0) @binding(2) var<storage, read> bvh_nodes: array<BVHNode>; -fn get_dist(p: vec3<f32>, obj_params: vec4<f32>) -> f32 { +fn get_dist(p: vec3f, obj_params: vec4f) -> f32 { let obj_type = obj_params.x; if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere - if (obj_type == 2.0) { return sdBox(p, vec3<f32>(1.0)); } // Unit Box - if (obj_type == 3.0) { return sdTorus(p, vec2<f32>(1.0, 0.4)); } // Unit Torus - if (obj_type == 4.0) { return sdPlane(p, vec3<f32>(0.0, 1.0, 0.0), 0.0); } + if (obj_type == 2.0) { return sdBox(p, vec3f(1.0)); } // Unit Box + if (obj_type == 3.0) { return sdTorus(p, vec2f(1.0, 0.4)); } // Unit Torus + if (obj_type == 4.0) { return sdPlane(p, vec3f(0.0, 1.0, 0.0), 0.0); } if (obj_type == 5.0) { return sdBox(p, obj_params.yzw); } // MESH AABB return 100.0; } -fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 { +fn map_scene(p: vec3f, skip_idx: u32) -> f32 { var d = 1000.0; var stack: array<i32, 32>; var stack_ptr = 0; @@ -40,7 +40,7 @@ fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 { let obj_idx = u32(node.obj_idx_or_right); if (obj_idx == skip_idx) { continue; } let obj = object_data.objects[obj_idx]; - let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz; + let q = (obj.inv_model * vec4f(p, 1.0)).xyz; // Extract scale factors from the model matrix let sx = length(obj.model[0].xyz); diff --git a/common/shaders/render/scene_query_linear.wgsl b/common/shaders/render/scene_query_linear.wgsl index 0497a40..5864b6f 100644 --- a/common/shaders/render/scene_query_linear.wgsl +++ b/common/shaders/render/scene_query_linear.wgsl @@ -1,17 +1,17 @@ #include "math/sdf_shapes" #include "math/sdf_utils" -fn get_dist(p: vec3<f32>, obj_params: vec4<f32>) -> f32 { +fn get_dist(p: vec3f, obj_params: vec4f) -> f32 { let obj_type = obj_params.x; if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere - if (obj_type == 2.0) { return sdBox(p, vec3<f32>(1.0)); } // Unit Box - if (obj_type == 3.0) { return sdTorus(p, vec2<f32>(1.0, 0.4)); } // Unit Torus - if (obj_type == 4.0) { return sdPlane(p, vec3<f32>(0.0, 1.0, 0.0), 0.0); } + if (obj_type == 2.0) { return sdBox(p, vec3f(1.0)); } // Unit Box + if (obj_type == 3.0) { return sdTorus(p, vec2f(1.0, 0.4)); } // Unit Torus + if (obj_type == 4.0) { return sdPlane(p, vec3f(0.0, 1.0, 0.0), 0.0); } if (obj_type == 5.0) { return sdBox(p, obj_params.yzw); } // MESH AABB return 100.0; } -fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 { +fn map_scene(p: vec3f, skip_idx: u32) -> f32 { var d = 1000.0; @@ -23,7 +23,7 @@ fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 { let obj = object_data.objects[i]; - let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz; + let q = (obj.inv_model * vec4f(p, 1.0)).xyz; diff --git a/common/shaders/render/shadows.wgsl b/common/shaders/render/shadows.wgsl index 7cba089..b71e073 100644 --- a/common/shaders/render/shadows.wgsl +++ b/common/shaders/render/shadows.wgsl @@ -1,4 +1,4 @@ -fn calc_shadow(ro: vec3<f32>, rd: vec3<f32>, tmin: f32, tmax: f32, skip_idx: u32) -> f32 { +fn calc_shadow(ro: vec3f, rd: vec3f, tmin: f32, tmax: f32, skip_idx: u32) -> f32 { var res = 1.0; var t = tmin; if (t < 0.05) { t = 0.05; } diff --git a/common/shaders/sequence_uniforms.wgsl b/common/shaders/sequence_uniforms.wgsl index 290f89b..1aef34e 100644 --- a/common/shaders/sequence_uniforms.wgsl +++ b/common/shaders/sequence_uniforms.wgsl @@ -2,7 +2,7 @@ // Matches UniformsSequenceParams in sequence.h struct UniformsSequenceParams { - resolution: vec2<f32>, + resolution: vec2f, aspect_ratio: f32, time: f32, beat_time: f32, diff --git a/common/shaders/skybox.wgsl b/common/shaders/skybox.wgsl index d280390..075eeb6 100644 --- a/common/shaders/skybox.wgsl +++ b/common/shaders/skybox.wgsl @@ -7,14 +7,14 @@ @group(0) @binding(2) var<uniform> globals: GlobalUniforms; @fragment -fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { +fn fs_main(in: VertexOutput) -> @location(0) vec4f { // Convert UV to NDC let ndc_x = in.uv.x * 2.0 - 1.0; let ndc_y = (1.0 - in.uv.y) * 2.0 - 1.0; // Un-flip Y for NDC (Y-up) // Unproject to find world direction // We want the direction from camera to the far plane at this pixel - let clip_pos = vec4<f32>(ndc_x, ndc_y, 1.0, 1.0); + let clip_pos = vec4f(ndc_x, ndc_y, 1.0, 1.0); let world_pos_h = globals.inv_view_proj * clip_pos; let world_pos = world_pos_h.xyz / world_pos_h.w; |
