From 21b061b951ec3a65bc479fabeb2d9565e08a807e Mon Sep 17 00:00:00 2001 From: skal Date: Sun, 8 Mar 2026 10:38:19 +0100 Subject: fix: transpose matrices on GPU upload (row-major → column-major) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit mini_math mat4 is row-major; WGSL mat4x4f is column-major. Matrices uploaded without transposing were interpreted as their own transpose on the GPU, causing RotatingCube and Renderer3D to render upside-down. - Add gpu_upload_mat4() to post_process_helper for standalone uploads - Add Uniforms::make() to RotatingCube::Uniforms (handles transpose) - Add GlobalUniforms::make() and ObjectData::make() to renderer.h - Update renderer_draw.cc and visual_debug.cc to use make() handoff(Gemini): matrix layout bug fixed across all rasterized effects. Co-Authored-By: Claude Sonnet 4.6 --- src/effects/ntsc.wgsl | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'src/effects/ntsc.wgsl') diff --git a/src/effects/ntsc.wgsl b/src/effects/ntsc.wgsl index 6c9fa37..5c27695 100644 --- a/src/effects/ntsc.wgsl +++ b/src/effects/ntsc.wgsl @@ -5,6 +5,7 @@ const vignetteRounding = 160.0f; const vignetteSmoothness = 0.7f; +const fisheyeStrength = vec2f(.1, .24); @group(0) @binding(0) var input_sampler: sampler; @group(0) @binding(1) var input_texture: texture_2d; @@ -13,7 +14,7 @@ const vignetteSmoothness = 0.7f; // Barrel (fisheye) distortion: strength > 0 = barrel, < 0 = pincushion fn fisheye(uv: vec2f, strength: f32) -> vec2f { let r2 = uv * uv; - return uv * 1.05 * (1.0 + vec2f(.1, .24) * strength * r2); + return uv * 1.2 * (1.0 + fisheyeStrength * strength * r2); } fn vignette(uv: vec2f) -> f32 { @@ -32,7 +33,7 @@ fn vignette(uv: vec2f) -> f32 { // Black outside screen edges if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) { - discard; // return vec4f(0.0, 0.0, 0.0, 1.0); + return vec4f(0.0, 0.0, 0.0, 1.0); } // Chroma separation (horizontal RGB bleeding) -- cgit v1.2.3