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/particle_render.wgsl | 40 ++++++++++++++-------------- 1 file changed, 20 insertions(+), 20 deletions(-) (limited to 'workspaces/main/shaders/particle_render.wgsl') diff --git a/workspaces/main/shaders/particle_render.wgsl b/workspaces/main/shaders/particle_render.wgsl index dd83220..ef0db42 100644 --- a/workspaces/main/shaders/particle_render.wgsl +++ b/workspaces/main/shaders/particle_render.wgsl @@ -1,9 +1,9 @@ // Particle rendering (vertex + fragment) - V2 struct Particle { - pos: vec4, - vel: vec4, - rot: vec4, - color: vec4, + pos: vec4f, + vel: vec4f, + rot: vec4f, + color: vec4f, }; #include "sequence_uniforms" @@ -12,36 +12,36 @@ struct Particle { @group(0) @binding(1) var uniforms: UniformsSequenceParams; struct VSOut { - @builtin(position) pos: vec4, - @location(0) color: vec4, - @location(1) uv: vec2, + @builtin(position) pos: vec4f, + @location(0) color: vec4f, + @location(1) uv: vec2f, }; @vertex fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut { let p = particles[ii]; let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_intensity * 0.02; - var offsets = array, 6>( - vec2(-1, -1), - vec2(1, -1), - vec2(-1, 1), - vec2(-1, 1), - vec2(1, -1), - vec2(1, 1) + var offsets = array( + vec2f(-1, -1), + vec2f(1, -1), + vec2f(-1, 1), + vec2f(-1, 1), + vec2f(1, -1), + vec2f(1, 1) ); let offset = offsets[vi]; let c = cos(p.rot.x); let s = sin(p.rot.x); - let rotated_offset = vec2(offset.x * c - offset.y * s, offset.x * s + offset.y * c); - let pos = vec2(p.pos.x + rotated_offset.x * size / uniforms.aspect_ratio, p.pos.y + rotated_offset.y * size); + let rotated_offset = vec2f(offset.x * c - offset.y * s, offset.x * s + offset.y * c); + let pos = vec2f(p.pos.x + rotated_offset.x * size / uniforms.aspect_ratio, p.pos.y + rotated_offset.y * size); // Fade based on lifetime (p.pos.w goes from 1.0 to 0.0) let lifetime_fade = p.pos.w; - let color_with_fade = vec4(p.color.rgb * (0.5 + 0.5 * uniforms.audio_intensity), p.color.a * lifetime_fade); + let color_with_fade = vec4f(p.color.rgb * (0.5 + 0.5 * uniforms.audio_intensity), p.color.a * lifetime_fade); - return VSOut(vec4(pos, 0.0, 1.0), color_with_fade, offset); + return VSOut(vec4f(pos, 0.0, 1.0), color_with_fade, offset); } -@fragment fn fs_main(@location(0) color: vec4, @location(1) uv: vec2) -> @location(0) vec4 { +@fragment fn fs_main(@location(0) color: vec4f, @location(1) uv: vec2f) -> @location(0) vec4f { // Calculate distance from center for circular shape let dist = length(uv); @@ -49,5 +49,5 @@ struct VSOut { let circle_alpha = smoothstep(1.0, 0.5, dist); // Apply circular fade to alpha channel - return vec4(color.rgb, color.a * circle_alpha); + return vec4f(color.rgb, color.a * circle_alpha); } -- cgit v1.2.3