From 7d6c9bc2f10a479d9e054af56a75e535d1015b79 Mon Sep 17 00:00:00 2001 From: skal Date: Sat, 21 Feb 2026 10:24:24 +0100 Subject: docs: Update WGSL files to use shorter vector and matrix type aliases Replaced `vec2`, `vec3`, `vec4`, `mat4x4`, and `mat3x3` with their shorter aliases `vec2f`, `vec3f`, `vec4f`, `mat4x4f`, and `mat3x3f` across all WGSL shader files in `workspaces/main/shaders/`. This improves readability and aligns with modern WGSL conventions. --- workspaces/main/shaders/ellipse.wgsl | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'workspaces/main/shaders/ellipse.wgsl') diff --git a/workspaces/main/shaders/ellipse.wgsl b/workspaces/main/shaders/ellipse.wgsl index 0aaa4ae..a377507 100644 --- a/workspaces/main/shaders/ellipse.wgsl +++ b/workspaces/main/shaders/ellipse.wgsl @@ -4,9 +4,9 @@ @group(0) @binding(0) var uniforms: CommonUniforms; -@fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { +@fragment fn fs_main(@builtin(position) p: vec4f) -> @location(0) vec4f { let uv = (p.xy / uniforms.resolution - 0.5) * 2.0; - let movement = vec2(sin(uniforms.time * 0.7), cos(uniforms.time * 0.5)); - let d = sdEllipse((uv * vec2(uniforms.aspect_ratio, 1.0)) - movement, vec2(0.5, 0.3) * (1.0 + uniforms.beat_phase * 0.2)); - return mix(vec4(0.2, 0.8, 0.4, 1.0), vec4(0.0), smoothstep(0.0, 0.01, d)); + let movement = vec2f(sin(uniforms.time * 0.7), cos(uniforms.time * 0.5)); + let d = sdEllipse((uv * vec2f(uniforms.aspect_ratio, 1.0)) - movement, vec2f(0.5, 0.3) * (1.0 + uniforms.beat_phase * 0.2)); + return mix(vec4f(0.2, 0.8, 0.4, 1.0), vec4f(0.0), smoothstep(0.0, 0.01, d)); } -- cgit v1.2.3