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/passthrough.wgsl | 15 +-------------- 1 file changed, 1 insertion(+), 14 deletions(-) (limited to 'common/shaders/passthrough.wgsl') diff --git a/common/shaders/passthrough.wgsl b/common/shaders/passthrough.wgsl index 9fb0bdc..265082a 100644 --- a/common/shaders/passthrough.wgsl +++ b/common/shaders/passthrough.wgsl @@ -1,24 +1,11 @@ // Passthrough shader for Sequence v2 #include "sequence_uniforms" +#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main @group(0) @binding(0) var input_sampler: sampler; @group(0) @binding(1) var input_texture: texture_2d; @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; -} - @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4 { return textureSample(input_texture, input_sampler, in.uv); } -- cgit v1.2.3