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/mesh_render.wgsl | 24 ++++++++++++------------ 1 file changed, 12 insertions(+), 12 deletions(-) (limited to 'workspaces/main/shaders/mesh_render.wgsl') diff --git a/workspaces/main/shaders/mesh_render.wgsl b/workspaces/main/shaders/mesh_render.wgsl index 7390b06..d17a1e2 100644 --- a/workspaces/main/shaders/mesh_render.wgsl +++ b/workspaces/main/shaders/mesh_render.wgsl @@ -11,24 +11,24 @@ @group(0) @binding(5) var sky_tex: texture_2d; struct VertexInput { - @location(0) position: vec3, - @location(1) normal: vec3, - @location(2) uv: vec2, + @location(0) position: vec3f, + @location(1) normal: vec3f, + @location(2) uv: vec2f, }; struct VertexOutput { - @builtin(position) clip_pos: vec4, - @location(0) world_pos: vec3, - @location(1) normal: vec3, - @location(2) uv: vec2, - @location(3) color: vec4, + @builtin(position) clip_pos: vec4f, + @location(0) world_pos: vec3f, + @location(1) normal: vec3f, + @location(2) uv: vec2f, + @location(3) color: vec4f, @location(4) @interpolate(flat) instance_index: u32, }; @vertex fn vs_main(in: VertexInput, @builtin(instance_index) instance_index: u32) -> VertexOutput { let obj = object_data.objects[instance_index]; - let world_pos = obj.model * vec4(in.position, 1.0); + let world_pos = obj.model * vec4f(in.position, 1.0); var out: VertexOutput; out.clip_pos = globals.view_proj * world_pos; @@ -48,11 +48,11 @@ fn vs_main(in: VertexInput, @builtin(instance_index) instance_index: u32) -> Ver #include "render/lighting_utils" @fragment -fn fs_main(in: VertexOutput) -> @location(0) vec4 { - let light_dir = normalize(vec3(1.0, 1.0, 1.0)); +fn fs_main(in: VertexOutput) -> @location(0) vec4f { + let light_dir = normalize(vec3f(1.0, 1.0, 1.0)); let shadow = calc_shadow(in.world_pos, light_dir, 0.05, 20.0, in.instance_index); let lit_color = calculate_lighting(in.color.rgb, in.normal, in.world_pos, shadow); - return vec4(lit_color, in.color.a); + return vec4f(lit_color, in.color.a); } \ No newline at end of file -- cgit v1.2.3