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/gaussian_blur.wgsl | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'workspaces/main/shaders/gaussian_blur.wgsl') diff --git a/workspaces/main/shaders/gaussian_blur.wgsl b/workspaces/main/shaders/gaussian_blur.wgsl index 4e845ff..68e0720 100644 --- a/workspaces/main/shaders/gaussian_blur.wgsl +++ b/workspaces/main/shaders/gaussian_blur.wgsl @@ -16,17 +16,17 @@ struct GaussianBlurParams { @group(0) @binding(2) var uniforms: CommonUniforms; @group(0) @binding(3) var params: GaussianBlurParams; -@fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { +@fragment fn fs_main(@builtin(position) p: vec4f) -> @location(0) vec4f { // Parameterized strength + dramatic beat pulsation let pulse = 1.0 + uniforms.audio_intensity * params.strength_audio; // Pulsate beat let size = params.strength * pulse; - let dir = vec2(1., params.stretch) * size / uniforms.resolution.x; + let dir = vec2f(1., params.stretch) * size / uniforms.resolution.x; let uv = p.xy / uniforms.resolution; - var res = vec4(0.0); + var res = vec4f(0.0); for (var x: f32 = -2.0; x <= 2.0; x += 1.0) { for (var y: f32 = -2.0; y <= 2.0; y += 1.0) { - res += textureSample(txt, smplr, uv + vec2(x, y) * dir); + res += textureSample(txt, smplr, uv + vec2f(x, y) * dir); } } return res * (1. / 25.0); -- cgit v1.2.3