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/skybox.wgsl | 20 +------------------- 1 file changed, 1 insertion(+), 19 deletions(-) (limited to 'common/shaders/skybox.wgsl') diff --git a/common/shaders/skybox.wgsl b/common/shaders/skybox.wgsl index 31bea3b..d280390 100644 --- a/common/shaders/skybox.wgsl +++ b/common/shaders/skybox.wgsl @@ -1,29 +1,11 @@ #include "common_uniforms" #include "math/common_utils" +#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main @group(0) @binding(0) var sky_tex: texture_2d; @group(0) @binding(1) var sky_sampler: sampler; @group(0) @binding(2) var globals: GlobalUniforms; -struct VertexOutput { - @builtin(position) position: vec4, - @location(0) uv: vec2, -}; - -@vertex -fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput { - var pos = array, 3>( - vec2(-1.0, -1.0), - vec2( 3.0, -1.0), - vec2(-1.0, 3.0) - ); - - var out: VertexOutput; - out.position = vec4(pos[vertex_index], 0.0, 1.0); - out.uv = vec2(pos[vertex_index].x * 0.5 + 0.5, 1.0 - (pos[vertex_index].y * 0.5 + 0.5)); - return out; -} - @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4 { // Convert UV to NDC -- cgit v1.2.3