From 75e561bd092895a031ae4475f7d1fdc35b1b1832 Mon Sep 17 00:00:00 2001 From: skal Date: Sat, 28 Feb 2026 00:39:32 +0100 Subject: fix(shaders): deduplicate VertexOutput/vs_main via render/fullscreen_uv_vs snippet - Fix vs_main return type (VertexOutput, not vec4) - Fix #include paths in passthrough, gaussian_blur, heptagon, combined_postprocess - ShaderComposer: assert + suggest correct path on missing #include (non-STRIP_ALL) - VerifyIncludes: upgrade WARNING to ERROR + assert, add "did you mean?" hint Co-Authored-By: Claude Sonnet 4.6 --- common/shaders/heptagon.wgsl | 15 +-------------- 1 file changed, 1 insertion(+), 14 deletions(-) (limited to 'common/shaders/heptagon.wgsl') diff --git a/common/shaders/heptagon.wgsl b/common/shaders/heptagon.wgsl index 078978a..519dce5 100644 --- a/common/shaders/heptagon.wgsl +++ b/common/shaders/heptagon.wgsl @@ -1,23 +1,10 @@ // Heptagon shader for Sequence v2 #include "sequence_uniforms" +#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main // Standard v2 post-process layout (bindings 0,1 unused for scene effects) @group(0) @binding(2) var uniforms: UniformsSequenceParams; -struct VertexOutput { - @builtin(position) position: vec4, - @location(0) uv: vec2, -}; - -@vertex fn vs_main(@builtin(vertex_index) vid: u32) -> VertexOutput { - var out: VertexOutput; - let x = f32((vid & 1u) << 1u); - let y = f32((vid & 2u)); - out.position = vec4(x * 2.0 - 1.0, 1.0 - y * 2.0, 0.0, 1.0); - out.uv = vec2(x, y); - return out; -} - fn sdf_heptagon(p: vec2, r: f32) -> f32 { let an = 3.141593 / 7.0; // PI/7 for heptagon let acs = vec2(cos(an), sin(an)); -- cgit v1.2.3