summaryrefslogtreecommitdiff
path: root/workspaces/main/shaders/sdf_test.wgsl
diff options
context:
space:
mode:
Diffstat (limited to 'workspaces/main/shaders/sdf_test.wgsl')
-rw-r--r--workspaces/main/shaders/sdf_test.wgsl16
1 files changed, 8 insertions, 8 deletions
diff --git a/workspaces/main/shaders/sdf_test.wgsl b/workspaces/main/shaders/sdf_test.wgsl
index 3c97613..3b63fef 100644
--- a/workspaces/main/shaders/sdf_test.wgsl
+++ b/workspaces/main/shaders/sdf_test.wgsl
@@ -10,27 +10,27 @@
@group(0) @binding(1) var<uniform> camera: CameraParams;
// Scene distance function
-fn df(p: vec3<f32>) -> f32 {
+fn df(p: vec3f) -> f32 {
// Animated sphere
- let sphere_pos = vec3<f32>(sin(uniforms.beat_time * 0.5) * 2.0, 0.0, 0.0);
+ let sphere_pos = vec3f(sin(uniforms.beat_time * 0.5) * 2.0, 0.0, 0.0);
let d_sphere = sdSphere(p - sphere_pos, 1.0);
// Static box
- let box_pos = vec3<f32>(0.0, -2.0, 0.0);
- let d_box = sdBox(p - box_pos, vec3<f32>(3.0, 0.5, 3.0));
+ let box_pos = vec3f(0.0, -2.0, 0.0);
+ let d_box = sdBox(p - box_pos, vec3f(3.0, 0.5, 3.0));
return min(d_sphere, d_box);
}
// Simple lighting
-fn shade(pos: vec3<f32>, rd: vec3<f32>) -> vec3<f32> {
+fn shade(pos: vec3f, rd: vec3f) -> vec3f {
let n = normal(pos);
- let light_dir = normalize(vec3<f32>(1.0, 1.0, -1.0));
+ let light_dir = normalize(vec3f(1.0, 1.0, -1.0));
let diff = max(dot(n, light_dir), 0.0);
let amb = 0.2;
// Color based on position
- let col = mix(vec3<f32>(0.2, 0.6, 0.9), vec3<f32>(0.9, 0.3, 0.2),
+ let col = mix(vec3f(0.2, 0.6, 0.9), vec3f(0.9, 0.3, 0.2),
smoothstep(-2.0, 2.0, pos.x));
return col * (diff + amb);
@@ -56,7 +56,7 @@ fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
let t = rayMarch(ray.origin, ray.direction, 0.0);
// Background color
- var col = vec3<f32>(0.1, 0.1, 0.15);
+ var col = vec3f(0.1, 0.1, 0.15);
// Shade hit point
if (t < MAX_RAY_LENGTH) {