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-rw-r--r--workspaces/main/shaders/chroma_aberration.wgsl2
-rw-r--r--workspaces/main/shaders/circle_mask_compute.wgsl2
-rw-r--r--workspaces/main/shaders/circle_mask_render.wgsl2
-rw-r--r--workspaces/main/shaders/main_shader.wgsl2
-rw-r--r--workspaces/main/shaders/scene1.wgsl4
5 files changed, 6 insertions, 6 deletions
diff --git a/workspaces/main/shaders/chroma_aberration.wgsl b/workspaces/main/shaders/chroma_aberration.wgsl
index d0bc335..02bdb1b 100644
--- a/workspaces/main/shaders/chroma_aberration.wgsl
+++ b/workspaces/main/shaders/chroma_aberration.wgsl
@@ -20,5 +20,5 @@ struct ChromaAberrationParams {
let center = textureSample(txt, smplr, uv);
let r = textureSample(txt, smplr, uv + offset).r;
let b = textureSample(txt, smplr, uv - offset).b;
- return vec4<f32>(r, center.g, b, 1.0);
+ return vec4f(r, center.g, b, 1.0);
}
diff --git a/workspaces/main/shaders/circle_mask_compute.wgsl b/workspaces/main/shaders/circle_mask_compute.wgsl
index 87012f6..f479d9b 100644
--- a/workspaces/main/shaders/circle_mask_compute.wgsl
+++ b/workspaces/main/shaders/circle_mask_compute.wgsl
@@ -23,5 +23,5 @@ struct CircleMaskParams {
let edge_width = 0.01;
let mask = smoothstep(params.radius + edge_width, params.radius - edge_width, dist);
- return vec4<f32>(mask, mask, mask, 1.0);
+ return vec4f(mask, mask, mask, 1.0);
}
diff --git a/workspaces/main/shaders/circle_mask_render.wgsl b/workspaces/main/shaders/circle_mask_render.wgsl
index 94659f7..a70b48d 100644
--- a/workspaces/main/shaders/circle_mask_render.wgsl
+++ b/workspaces/main/shaders/circle_mask_render.wgsl
@@ -17,5 +17,5 @@
discard;
}
- return vec4<f32>(0.0, 1.0, 0.0, 1.0);
+ return vec4f(0.0, 1.0, 0.0, 1.0);
}
diff --git a/workspaces/main/shaders/main_shader.wgsl b/workspaces/main/shaders/main_shader.wgsl
index 1cc2f69..5c5b0d9 100644
--- a/workspaces/main/shaders/main_shader.wgsl
+++ b/workspaces/main/shaders/main_shader.wgsl
@@ -21,5 +21,5 @@
let g = sin(h + 2.0) * 0.9 + 0.3;
let b = sin(h + 4.0) * 0.5 + 0.5;
let boost = uniforms.audio_intensity * 0.5;
- return vec4<f32>(r + boost, g + boost, b + boost, 1.0);
+ return vec4f(r + boost, g + boost, b + boost, 1.0);
}
diff --git a/workspaces/main/shaders/scene1.wgsl b/workspaces/main/shaders/scene1.wgsl
index 035f2e9..291173f 100644
--- a/workspaces/main/shaders/scene1.wgsl
+++ b/workspaces/main/shaders/scene1.wgsl
@@ -36,7 +36,7 @@ fn render0(ray: Ray) -> vec3f {
col += sunCol * 0.00005 / (sf * sf);
/*
- let tp1 = rayPlane(ray, vec4<f32>(0.0, -1.0, 0.0, 6.0));
+ let tp1 = rayPlane(ray, vec4f(0.0, -1.0, 0.0, 6.0));
if (tp1 > 0.0) {
let pos = ray.origin + tp1 * ray.direction;
let pp = pos.xz;
@@ -161,5 +161,5 @@ fn render1(ray: Ray) -> vec3f {
var col = render1(ray);
col = aces_approx(col);
col = sRGB(col);
- return vec4<f32>(col, 1.0);
+ return vec4f(col, 1.0);
}