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-rw-r--r--src/effects/hybrid3_d_effect.cc10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/effects/hybrid3_d_effect.cc b/src/effects/hybrid3_d_effect.cc
index 0e6ea35..0e44853 100644
--- a/src/effects/hybrid3_d_effect.cc
+++ b/src/effects/hybrid3_d_effect.cc
@@ -1,12 +1,12 @@
// This file is part of the 64k demo project.
-// It implements Hybrid3DEffect (simplified v2 port).
+// It implements Hybrid3D (simplified v2 port).
// TODO: Full Renderer3D integration with texture manager, noise assets
#include "util/fatal_error.h"
#include "effects/hybrid3_d_effect.h"
#include <cmath>
-Hybrid3DEffect::Hybrid3DEffect(const GpuContext& ctx,
+Hybrid3D::Hybrid3D(const GpuContext& ctx,
const std::vector<std::string>& inputs,
const std::vector<std::string>& outputs)
: Effect(ctx, inputs, outputs), depth_node_(outputs[0] + "_depth"),
@@ -86,7 +86,7 @@ Hybrid3DEffect::Hybrid3DEffect(const GpuContext& ctx,
}
}
-Hybrid3DEffect::~Hybrid3DEffect() {
+Hybrid3D::~Hybrid3D() {
if (dummy_texture_view_)
wgpuTextureViewRelease(dummy_texture_view_);
if (dummy_texture_)
@@ -94,12 +94,12 @@ Hybrid3DEffect::~Hybrid3DEffect() {
renderer_.shutdown();
}
-void Hybrid3DEffect::declare_nodes(NodeRegistry& registry) {
+void Hybrid3D::declare_nodes(NodeRegistry& registry) {
// Declare depth buffer node
registry.declare_node(depth_node_, NodeType::DEPTH24, -1, -1);
}
-void Hybrid3DEffect::render(WGPUCommandEncoder encoder,
+void Hybrid3D::render(WGPUCommandEncoder encoder,
const UniformsSequenceParams& params,
NodeRegistry& nodes) {
// Update camera (orbiting)