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_compute.wgsl | 12 ++---------- workspaces/test/shaders/circle_mask_render.wgsl | 11 +---------- workspaces/test/shaders/ellipse.wgsl | 10 +--------- workspaces/test/shaders/gaussian_blur.wgsl | 11 ++--------- 4 files changed, 6 insertions(+), 38 deletions(-) (limited to 'workspaces/test') diff --git a/workspaces/test/shaders/circle_mask_compute.wgsl b/workspaces/test/shaders/circle_mask_compute.wgsl index 484d3dd..b167781 100644 --- a/workspaces/test/shaders/circle_mask_compute.wgsl +++ b/workspaces/test/shaders/circle_mask_compute.wgsl @@ -2,6 +2,8 @@ // Generates a circular mask (1.0 inside, 0.0 outside) #include "common_uniforms" +#include "render/fullscreen_vs" + struct CircleMaskParams { radius: f32, _pad0: f32, @@ -12,16 +14,6 @@ struct CircleMaskParams { @group(0) @binding(0) var uniforms: CommonUniforms; @group(0) @binding(1) var params: CircleMaskParams; -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 center = vec2(0.5, 0.5); 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; 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) { diff --git a/workspaces/test/shaders/gaussian_blur.wgsl b/workspaces/test/shaders/gaussian_blur.wgsl index 02156f7..22e467f 100644 --- a/workspaces/test/shaders/gaussian_blur.wgsl +++ b/workspaces/test/shaders/gaussian_blur.wgsl @@ -2,6 +2,8 @@ @group(0) @binding(1) var txt: texture_2d; #include "common_uniforms" +#include "render/fullscreen_vs" + struct GaussianBlurParams { strength: f32, _pad: f32, @@ -10,15 +12,6 @@ struct GaussianBlurParams { @group(0) @binding(2) var uniforms: CommonUniforms; @group(0) @binding(3) var params: GaussianBlurParams; -@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { - var pos = array, 3>( - vec2(-1, -1), - vec2(3, -1), - vec2(-1, 3) - ); - return vec4(pos[i], 0.0, 1.0); -} - @fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { let uv = p.xy / uniforms.resolution; var res = vec4(0.0); -- cgit v1.2.3