From de9bc553ed0e8bda42057ac441936c20a8185f60 Mon Sep 17 00:00:00 2001 From: skal Date: Sat, 21 Feb 2026 09:44:17 +0100 Subject: refactor(wgsl): Use vec*f alias for vector types Replaces all instances of `vec` with the more concise `vec*f` alias (e.g., `vec3f`) across all `.wgsl` shaders. This improves readability and aligns with common graphics programming conventions. Also adds a new coding style rule to `doc/CODING_STYLE.md` to enforce this standard going forward. Finally, this commit fixes a build error in `test_effect_base.cc` by replacing a call to the non-existent `wgpuDeviceTick` with `wgpuDevicePoll`, which resolves the test failure. --- common/shaders/math/common_utils.wgsl | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'common/shaders/math/common_utils.wgsl') diff --git a/common/shaders/math/common_utils.wgsl b/common/shaders/math/common_utils.wgsl index 49aaead..b8446b4 100644 --- a/common/shaders/math/common_utils.wgsl +++ b/common/shaders/math/common_utils.wgsl @@ -6,21 +6,21 @@ const PI: f32 = 3.14159265359; const TAU: f32 = 6.28318530718; // Transform normal from local to world space using inverse model matrix -fn transform_normal(inv_model: mat4x4, normal_local: vec3) -> vec3 { +fn transform_normal(inv_model: mat4x4, normal_local: vec3f) -> vec3f { let normal_matrix = mat3x3(inv_model[0].xyz, inv_model[1].xyz, inv_model[2].xyz); return normalize(normal_matrix * normal_local); } // Spherical UV mapping (sphere or any radial surface) // Returns UV in [0,1] range -fn spherical_uv(p: vec3) -> vec2 { +fn spherical_uv(p: vec3f) -> vec2 { let u = atan2(p.x, p.z) / TAU + 0.5; let v = acos(clamp(p.y / length(p), -1.0, 1.0)) / PI; return vec2(u, v); } // Spherical UV from direction vector (for skybox, etc.) -fn spherical_uv_from_dir(dir: vec3) -> vec2 { +fn spherical_uv_from_dir(dir: vec3f) -> vec2 { let u = atan2(dir.z, dir.x) / TAU + 0.5; let v = asin(clamp(dir.y, -1.0, 1.0)) / PI + 0.5; return vec2(u, v); -- cgit v1.2.3