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/main_shader.wgsl | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'workspaces/main/shaders/main_shader.wgsl') diff --git a/workspaces/main/shaders/main_shader.wgsl b/workspaces/main/shaders/main_shader.wgsl index ab0278c..1cc2f69 100644 --- a/workspaces/main/shaders/main_shader.wgsl +++ b/workspaces/main/shaders/main_shader.wgsl @@ -2,20 +2,20 @@ @group(0) @binding(0) var uniforms: CommonUniforms; -@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { +@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4f { let PI = 3.14159265; let num_sides = 7.0; let scale = 0.5 + 0.3 * uniforms.audio_intensity; let tri_idx = f32(i / 3u); let sub_idx = i % 3u; if (sub_idx == 0u) { - return vec4(0.0, 0.0, 0.0, 1.0); + return vec4f(0.0, 0.0, 0.0, 1.0); } let angle = (tri_idx + f32(sub_idx - 1u)) * 2.0 * PI / num_sides + uniforms.time * 0.5; - return vec4(scale * cos(angle) / uniforms.aspect_ratio, scale * sin(angle), 0.0, 1.0); + return vec4f(scale * cos(angle) / uniforms.aspect_ratio, scale * sin(angle), 0.0, 1.0); } -@fragment fn fs_main() -> @location(0) vec4 { +@fragment fn fs_main() -> @location(0) vec4f { let h = uniforms.time * 2.0 + uniforms.audio_intensity * 3.0; let r = sin(h) * 0.5 + 0.5; let g = sin(h + 2.0) * 0.9 + 0.3; -- cgit v1.2.3