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Diffstat (limited to 'workspaces/main/shaders/gaussian_blur.wgsl')
-rw-r--r--workspaces/main/shaders/gaussian_blur.wgsl8
1 files changed, 4 insertions, 4 deletions
diff --git a/workspaces/main/shaders/gaussian_blur.wgsl b/workspaces/main/shaders/gaussian_blur.wgsl
index 4e845ff..68e0720 100644
--- a/workspaces/main/shaders/gaussian_blur.wgsl
+++ b/workspaces/main/shaders/gaussian_blur.wgsl
@@ -16,17 +16,17 @@ struct GaussianBlurParams {
@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
@group(0) @binding(3) var<uniform> params: GaussianBlurParams;
-@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+@fragment fn fs_main(@builtin(position) p: vec4f) -> @location(0) vec4f {
// Parameterized strength + dramatic beat pulsation
let pulse = 1.0 + uniforms.audio_intensity * params.strength_audio; // Pulsate beat
let size = params.strength * pulse;
- let dir = vec2<f32>(1., params.stretch) * size / uniforms.resolution.x;
+ let dir = vec2f(1., params.stretch) * size / uniforms.resolution.x;
let uv = p.xy / uniforms.resolution;
- var res = vec4<f32>(0.0);
+ var res = vec4f(0.0);
for (var x: f32 = -2.0; x <= 2.0; x += 1.0) {
for (var y: f32 = -2.0; y <= 2.0; y += 1.0) {
- res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * dir);
+ res += textureSample(txt, smplr, uv + vec2f(x, y) * dir);
}
}
return res * (1. / 25.0);