From de7514e6b9ff9c0b9320975ba7d44754b5115b54 Mon Sep 17 00:00:00 2001 From: skal Date: Sat, 14 Feb 2026 15:23:14 +0100 Subject: refactor(wgsl): replace inline fullscreen_vs with common include Replace duplicate fullscreen triangle vertex shader code with #include "render/fullscreen_vs" in 8 workspace shaders. Eliminates ~60 lines of duplication and establishes single source of truth. Modified shaders: - circle_mask_compute.wgsl (main/test) - circle_mask_render.wgsl (main/test) - ellipse.wgsl (main/test) - gaussian_blur.wgsl (main/test) Updated test_shader_assets.cc to validate include directive instead of inline @vertex keyword for affected shaders. All tests passing (34/34). handoff(Claude): Shader modularization - fullscreen_vs consolidated Co-Authored-By: Claude Sonnet 4.5 --- workspaces/test/shaders/circle_mask_render.wgsl | 11 +---------- 1 file changed, 1 insertion(+), 10 deletions(-) (limited to 'workspaces/test/shaders/circle_mask_render.wgsl') diff --git a/workspaces/test/shaders/circle_mask_render.wgsl b/workspaces/test/shaders/circle_mask_render.wgsl index cfa002e..55620c1 100644 --- a/workspaces/test/shaders/circle_mask_render.wgsl +++ b/workspaces/test/shaders/circle_mask_render.wgsl @@ -5,19 +5,10 @@ @group(0) @binding(1) var mask_sampler: sampler; #include "common_uniforms" +#include "render/fullscreen_vs" @group(0) @binding(2) var uniforms: CommonUniforms; -struct VSOutput { - @builtin(position) position: vec4, -}; - -@vertex fn vs_main(@builtin(vertex_index) i: u32) -> VSOutput { - var pos = array, 3>( - vec2(-1, -1), vec2(3, -1), vec2(-1, 3)); - return VSOutput(vec4(pos[i], 0.0, 1.0)); -} - @fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { let uv = p.xy / uniforms.resolution; let mask_value = textureSample(mask_tex, mask_sampler, uv).r; -- cgit v1.2.3