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-rw-r--r--workspaces/test/assets.txt4
-rw-r--r--workspaces/test/shaders/chroma_aberration.wgsl9
-rw-r--r--workspaces/test/shaders/distort.wgsl9
-rw-r--r--workspaces/test/shaders/solarize.wgsl9
-rw-r--r--workspaces/test/shaders/vignette.wgsl10
5 files changed, 8 insertions, 33 deletions
diff --git a/workspaces/test/assets.txt b/workspaces/test/assets.txt
index ed81885..b717e15 100644
--- a/workspaces/test/assets.txt
+++ b/workspaces/test/assets.txt
@@ -54,6 +54,10 @@ SHADER_RENDER_LIGHTING_UTILS, NONE, ../../common/shaders/render/lighting_utils.w
SHADER_MESH, NONE, shaders/mesh_render.wgsl, "Mesh Rasterization Shader"
MESH_CUBE, NONE, obj/test_mesh.obj, "A simple cube mesh"
DODECAHEDRON, NONE, obj/dodecahedron.obj, "A dodecahedron mesh"
+SHADER_RENDER_FULLSCREEN_VS, NONE, ../../common/shaders/render/fullscreen_vs.wgsl, "Fullscreen Vertex Shader"
+SHADER_MATH_COLOR, NONE, ../../common/shaders/math/color.wgsl, "Color Functions"
+SHADER_MATH_UTILS, NONE, ../../common/shaders/math/utils.wgsl, "Math Utilities"
+SHADER_RENDER_RAYMARCHING, NONE, ../../common/shaders/render/raymarching.wgsl, "Raymarching Functions"
SHADER_VIGNETTE, NONE, shaders/vignette.wgsl, "Vignette Shader"
SHADER_COMPUTE_GEN_NOISE, NONE, ../../common/shaders/compute/gen_noise.wgsl, "GPU Noise Compute Shader"
SHADER_COMPUTE_GEN_PERLIN, NONE, ../../common/shaders/compute/gen_perlin.wgsl, "GPU Perlin Noise Compute Shader"
diff --git a/workspaces/test/shaders/chroma_aberration.wgsl b/workspaces/test/shaders/chroma_aberration.wgsl
index 6c942b7..ee730b1 100644
--- a/workspaces/test/shaders/chroma_aberration.wgsl
+++ b/workspaces/test/shaders/chroma_aberration.wgsl
@@ -10,14 +10,7 @@ struct ChromaAberrationParams {
@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
@group(0) @binding(3) var<uniform> params: ChromaAberrationParams;
-@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)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
-}
+#include "render/fullscreen_vs"
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
let uv = p.xy / uniforms.resolution;
diff --git a/workspaces/test/shaders/distort.wgsl b/workspaces/test/shaders/distort.wgsl
index 5d35129..607ac60 100644
--- a/workspaces/test/shaders/distort.wgsl
+++ b/workspaces/test/shaders/distort.wgsl
@@ -11,14 +11,7 @@ struct DistortParams {
@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
@group(0) @binding(3) var<uniform> params: DistortParams;
-@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)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
-}
+#include "render/fullscreen_vs"
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
let uv = p.xy / uniforms.resolution;
diff --git a/workspaces/test/shaders/solarize.wgsl b/workspaces/test/shaders/solarize.wgsl
index de15dfc..0a69b83 100644
--- a/workspaces/test/shaders/solarize.wgsl
+++ b/workspaces/test/shaders/solarize.wgsl
@@ -5,14 +5,7 @@
@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
-@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)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
-}
+#include "render/fullscreen_vs"
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
let uv = p.xy / uniforms.resolution;
diff --git a/workspaces/test/shaders/vignette.wgsl b/workspaces/test/shaders/vignette.wgsl
index b129883..c4d0389 100644
--- a/workspaces/test/shaders/vignette.wgsl
+++ b/workspaces/test/shaders/vignette.wgsl
@@ -10,15 +10,7 @@ struct VignetteParams {
@group(0) @binding(2) var<uniform> common_uniforms: CommonUniforms;
@group(0) @binding(3) var<uniform> params: VignetteParams;
-@vertex
-fn vs_main(@builtin(vertex_index) vertex_idx: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1.0, -1.0),
- vec2<f32>(3.0, -1.0),
- vec2<f32>(-1.0, 3.0)
- );
- return vec4<f32>(pos[vertex_idx], 0.0, 1.0);
-}
+#include "render/fullscreen_vs"
@fragment
fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {