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/render/fullscreen_uv_vs.wgsl | 4 ++-- common/shaders/render/fullscreen_vs.wgsl | 12 ++++++------ common/shaders/render/lighting_utils.wgsl | 4 ++-- common/shaders/render/raymarching.wgsl | 2 +- common/shaders/render/raymarching_id.wgsl | 2 +- common/shaders/render/scene_query_bvh.wgsl | 16 ++++++++-------- common/shaders/render/scene_query_linear.wgsl | 12 ++++++------ common/shaders/render/shadows.wgsl | 2 +- 8 files changed, 27 insertions(+), 27 deletions(-) (limited to 'common/shaders/render') diff --git a/common/shaders/render/fullscreen_uv_vs.wgsl b/common/shaders/render/fullscreen_uv_vs.wgsl index 42d87c3..f9ae427 100644 --- a/common/shaders/render/fullscreen_uv_vs.wgsl +++ b/common/shaders/render/fullscreen_uv_vs.wgsl @@ -2,8 +2,8 @@ // Draws a single triangle that covers the entire screen, with uv // coordinates in [0..1] struct VertexOutput { - @builtin(position) position: vec4, - @location(0) uv: vec2, + @builtin(position) position: vec4f, + @location(0) uv: vec2f, }; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> VertexOutput { diff --git a/common/shaders/render/fullscreen_vs.wgsl b/common/shaders/render/fullscreen_vs.wgsl index a68604b..507b892 100644 --- a/common/shaders/render/fullscreen_vs.wgsl +++ b/common/shaders/render/fullscreen_vs.wgsl @@ -1,10 +1,10 @@ // Common vertex shader for fullscreen post-processing effects. // Draws a single triangle that covers the entire screen. -@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { - var pos = array, 3>( - vec2(-1, -1), - vec2(3, -1), - vec2(-1, 3) +@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4f { + var pos = array( + vec2f(-1, -1), + vec2f( 3, -1), + vec2f(-1, 3) ); - return vec4(pos[i], 0.0, 1.0); + return vec4f(pos[i], 0.0, 1.0); } diff --git a/common/shaders/render/lighting_utils.wgsl b/common/shaders/render/lighting_utils.wgsl index d2fd2e2..f805860 100644 --- a/common/shaders/render/lighting_utils.wgsl +++ b/common/shaders/render/lighting_utils.wgsl @@ -1,5 +1,5 @@ -fn calculate_lighting(color: vec3, normal: vec3, pos: vec3, shadow: f32) -> vec3 { - let light_dir = normalize(vec3(1.0, 1.0, 1.0)); +fn calculate_lighting(color: vec3f, normal: vec3f, pos: vec3f, shadow: f32) -> vec3f { + let light_dir = normalize(vec3f(1.0, 1.0, 1.0)); let diffuse = max(dot(normal, light_dir), 0.0); let lighting = diffuse * (0.1 + 0.9 * shadow) + 0.1; // Ambient + Shadowed Diffuse return color * lighting; diff --git a/common/shaders/render/raymarching.wgsl b/common/shaders/render/raymarching.wgsl index 4e0327b..2d6616d 100644 --- a/common/shaders/render/raymarching.wgsl +++ b/common/shaders/render/raymarching.wgsl @@ -16,7 +16,7 @@ const NORM_OFF: f32 = 0.005; // Computes the surface normal of the distance field at a point `pos`. fn normal(pos: vec3f) -> vec3f { - let eps = vec2(NORM_OFF, 0.0); + let eps = vec2f(NORM_OFF, 0.0); var nor: vec3f; nor.x = df(pos + eps.xyy) - df(pos - eps.xyy); nor.y = df(pos + eps.yxy) - df(pos - eps.yxy); diff --git a/common/shaders/render/raymarching_id.wgsl b/common/shaders/render/raymarching_id.wgsl index 42be02d..d9f32b2 100644 --- a/common/shaders/render/raymarching_id.wgsl +++ b/common/shaders/render/raymarching_id.wgsl @@ -51,7 +51,7 @@ fn reconstructPosition(ray: Ray, result: RayMarchResult) -> vec3f { // Normal calculation using dfWithID. fn normalWithID(pos: vec3f) -> vec3f { - let eps = vec2(NORM_OFF, 0.0); + let eps = vec2f(NORM_OFF, 0.0); var nor: vec3f; nor.x = dfWithID(pos + eps.xyy).distance - dfWithID(pos - eps.xyy).distance; nor.y = dfWithID(pos + eps.yxy).distance - dfWithID(pos - eps.yxy).distance; diff --git a/common/shaders/render/scene_query_bvh.wgsl b/common/shaders/render/scene_query_bvh.wgsl index 3e6f895..cf2136b 100644 --- a/common/shaders/render/scene_query_bvh.wgsl +++ b/common/shaders/render/scene_query_bvh.wgsl @@ -2,25 +2,25 @@ #include "math/sdf_utils" struct BVHNode { - min: vec3, + min: vec3f, left_idx: i32, - max: vec3, + max: vec3f, obj_idx_or_right: i32, }; @group(0) @binding(2) var bvh_nodes: array; -fn get_dist(p: vec3, obj_params: vec4) -> f32 { +fn get_dist(p: vec3f, obj_params: vec4f) -> f32 { let obj_type = obj_params.x; if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere - if (obj_type == 2.0) { return sdBox(p, vec3(1.0)); } // Unit Box - if (obj_type == 3.0) { return sdTorus(p, vec2(1.0, 0.4)); } // Unit Torus - if (obj_type == 4.0) { return sdPlane(p, vec3(0.0, 1.0, 0.0), 0.0); } + if (obj_type == 2.0) { return sdBox(p, vec3f(1.0)); } // Unit Box + if (obj_type == 3.0) { return sdTorus(p, vec2f(1.0, 0.4)); } // Unit Torus + if (obj_type == 4.0) { return sdPlane(p, vec3f(0.0, 1.0, 0.0), 0.0); } if (obj_type == 5.0) { return sdBox(p, obj_params.yzw); } // MESH AABB return 100.0; } -fn map_scene(p: vec3, skip_idx: u32) -> f32 { +fn map_scene(p: vec3f, skip_idx: u32) -> f32 { var d = 1000.0; var stack: array; var stack_ptr = 0; @@ -40,7 +40,7 @@ fn map_scene(p: vec3, skip_idx: u32) -> f32 { let obj_idx = u32(node.obj_idx_or_right); if (obj_idx == skip_idx) { continue; } let obj = object_data.objects[obj_idx]; - let q = (obj.inv_model * vec4(p, 1.0)).xyz; + let q = (obj.inv_model * vec4f(p, 1.0)).xyz; // Extract scale factors from the model matrix let sx = length(obj.model[0].xyz); diff --git a/common/shaders/render/scene_query_linear.wgsl b/common/shaders/render/scene_query_linear.wgsl index 0497a40..5864b6f 100644 --- a/common/shaders/render/scene_query_linear.wgsl +++ b/common/shaders/render/scene_query_linear.wgsl @@ -1,17 +1,17 @@ #include "math/sdf_shapes" #include "math/sdf_utils" -fn get_dist(p: vec3, obj_params: vec4) -> f32 { +fn get_dist(p: vec3f, obj_params: vec4f) -> f32 { let obj_type = obj_params.x; if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere - if (obj_type == 2.0) { return sdBox(p, vec3(1.0)); } // Unit Box - if (obj_type == 3.0) { return sdTorus(p, vec2(1.0, 0.4)); } // Unit Torus - if (obj_type == 4.0) { return sdPlane(p, vec3(0.0, 1.0, 0.0), 0.0); } + if (obj_type == 2.0) { return sdBox(p, vec3f(1.0)); } // Unit Box + if (obj_type == 3.0) { return sdTorus(p, vec2f(1.0, 0.4)); } // Unit Torus + if (obj_type == 4.0) { return sdPlane(p, vec3f(0.0, 1.0, 0.0), 0.0); } if (obj_type == 5.0) { return sdBox(p, obj_params.yzw); } // MESH AABB return 100.0; } -fn map_scene(p: vec3, skip_idx: u32) -> f32 { +fn map_scene(p: vec3f, skip_idx: u32) -> f32 { var d = 1000.0; @@ -23,7 +23,7 @@ fn map_scene(p: vec3, skip_idx: u32) -> f32 { let obj = object_data.objects[i]; - let q = (obj.inv_model * vec4(p, 1.0)).xyz; + let q = (obj.inv_model * vec4f(p, 1.0)).xyz; diff --git a/common/shaders/render/shadows.wgsl b/common/shaders/render/shadows.wgsl index 7cba089..b71e073 100644 --- a/common/shaders/render/shadows.wgsl +++ b/common/shaders/render/shadows.wgsl @@ -1,4 +1,4 @@ -fn calc_shadow(ro: vec3, rd: vec3, tmin: f32, tmax: f32, skip_idx: u32) -> f32 { +fn calc_shadow(ro: vec3f, rd: vec3f, tmin: f32, tmax: f32, skip_idx: u32) -> f32 { var res = 1.0; var t = tmin; if (t < 0.05) { t = 0.05; } -- cgit v1.2.3