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/ellipse.wgsl | 10 +--------- 1 file changed, 1 insertion(+), 9 deletions(-) (limited to 'workspaces/test/shaders/ellipse.wgsl') diff --git a/workspaces/test/shaders/ellipse.wgsl b/workspaces/test/shaders/ellipse.wgsl index 69b2712..07f0c9a 100644 --- a/workspaces/test/shaders/ellipse.wgsl +++ b/workspaces/test/shaders/ellipse.wgsl @@ -1,16 +1,8 @@ #include "common_uniforms" +#include "render/fullscreen_vs" @group(0) @binding(0) var uniforms: CommonUniforms; -@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { - var pos = array, 3>( - vec2(-1.0, -1.0), - vec2(3.0, -1.0), - vec2(-1.0, 3.0) - ); - return vec4(pos[i], 0.0, 1.0); -} - fn sdEllipse(p: vec2, ab: vec2) -> f32 { var p_abs = abs(p); if (p_abs.x > p_abs.y) { -- cgit v1.2.3