From 472c2258dbeca000a454ea1781f09df63477563e Mon Sep 17 00:00:00 2001 From: skal Date: Sat, 28 Feb 2026 02:39:04 +0100 Subject: replace wgsl type: vec4 -> vec4f .. --- common/shaders/math/sdf_utils.wgsl | 32 ++++++++++++++++---------------- 1 file changed, 16 insertions(+), 16 deletions(-) (limited to 'common/shaders/math/sdf_utils.wgsl') diff --git a/common/shaders/math/sdf_utils.wgsl b/common/shaders/math/sdf_utils.wgsl index 660a4ce..5a77c7e 100644 --- a/common/shaders/math/sdf_utils.wgsl +++ b/common/shaders/math/sdf_utils.wgsl @@ -1,8 +1,8 @@ -fn get_normal_basic(p: vec3, obj_params: vec4) -> vec3 { +fn get_normal_basic(p: vec3f, obj_params: vec4f) -> vec3f { let obj_type = obj_params.x; if (obj_type == 1.0) { return normalize(p); } - let e = vec2(0.001, 0.0); - return normalize(vec3( + let e = vec2f(0.001, 0.0); + return normalize(vec3f( get_dist(p + e.xyy, obj_params) - get_dist(p - e.xyy, obj_params), get_dist(p + e.yxy, obj_params) - get_dist(p - e.yxy, obj_params), get_dist(p + e.yyx, obj_params) - get_dist(p - e.yyx, obj_params) @@ -12,11 +12,11 @@ fn get_normal_basic(p: vec3, obj_params: vec4) -> vec3 { // Optimized normal estimation using tetrahedron pattern (4 SDF evals instead of 6). // Slightly less accurate than central differences but faster. // Uses tetrahedral gradient approximation with corners at (±1, ±1, ±1). -fn get_normal_fast(p: vec3, obj_params: vec4) -> vec3 { +fn get_normal_fast(p: vec3f, obj_params: vec4f) -> vec3f { let obj_type = obj_params.x; if (obj_type == 1.0) { return normalize(p); } let eps = 0.0001; - let k = vec2(1.0, -1.0); + let k = vec2f(1.0, -1.0); return normalize( k.xyy * get_dist(p + k.xyy * eps, obj_params) + k.yyx * get_dist(p + k.yyx * eps, obj_params) + @@ -29,13 +29,13 @@ fn get_normal_fast(p: vec3, obj_params: vec4) -> vec3 { // High quality, suitable for detailed surfaces with displacement mapping. // Note: Requires spherical_uv() function and get_dist() to be available in calling context. fn get_normal_bump( - p: vec3, - obj_params: vec4, + p: vec3f, + obj_params: vec4f, noise_tex: texture_2d, noise_sampler: sampler, disp_strength: f32 -) -> vec3 { - let e = vec2(0.005, 0.0); +) -> vec3f { + let e = vec2f(0.005, 0.0); let q_x1 = p + e.xyy; let uv_x1 = spherical_uv(q_x1); @@ -67,21 +67,21 @@ fn get_normal_bump( let h_z2 = textureSample(noise_tex, noise_sampler, uv_z2).r; let d_z2 = get_dist(q_z2, obj_params) - disp_strength * h_z2; - return normalize(vec3(d_x1 - d_x2, d_y1 - d_y2, d_z1 - d_z2)); + return normalize(vec3f(d_x1 - d_x2, d_y1 - d_y2, d_z1 - d_z2)); } // Optimized bump-mapped normal using tetrahedron pattern (4 samples instead of 6). // 33% faster than get_normal_bump(), slightly less accurate. // Suitable for real-time rendering with displacement mapping. fn get_normal_bump_fast( - p: vec3, - obj_params: vec4, + p: vec3f, + obj_params: vec4f, noise_tex: texture_2d, noise_sampler: sampler, disp_strength: f32 -) -> vec3 { +) -> vec3f { let eps = 0.0005; - let k = vec2(1.0, -1.0); + let k = vec2f(1.0, -1.0); let q1 = p + k.xyy * eps; let uv1 = spherical_uv(q1); @@ -107,9 +107,9 @@ fn get_normal_bump_fast( } // Distance to an Axis-Aligned Bounding Box -fn aabb_sdf(p: vec3, min_p: vec3, max_p: vec3) -> f32 { +fn aabb_sdf(p: vec3f, min_p: vec3f, max_p: vec3f) -> f32 { let center = (min_p + max_p) * 0.5; let extent = (max_p - min_p) * 0.5; let q = abs(p - center) - extent; - return length(max(q, vec3(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0); + return length(max(q, vec3f(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0); } -- cgit v1.2.3