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1 | 1 | struct Uniforms {
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2 |
| - viewProjectionMatrix: mat4x4<f32>, |
| 2 | + viewProjectionMatrix: mat4x4f, |
3 | 3 | }
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4 | 4 |
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5 | 5 | @group(0) @binding(0) var<uniform> uniforms: Uniforms;
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@@ -169,15 +169,15 @@ fn evalLambertian(hit: Intersection, wi: vec3f) -> vec3f {
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169 | 169 | return albedo * FRAC_1_PI * max(EPSILON, dot(hit.n, wi));
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170 | 170 | }
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171 | 171 |
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172 |
| -fn pixarOnb(n: vec3<f32>) -> mat3x3<f32> { |
| 172 | +fn pixarOnb(n: vec3f) -> mat3x3f { |
173 | 173 | // https://www.jcgt.org/published/0006/01/01/paper-lowres.pdf
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174 | 174 | let s = select(-1f, 1f, n.z >= 0f);
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175 | 175 | let a = -1f / (s + n.z);
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176 | 176 | let b = n.x * n.y * a;
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177 |
| - let u = vec3<f32>(1f + s * n.x * n.x * a, s * b, -s * n.x); |
178 |
| - let v = vec3<f32>(b, s + n.y * n.y * a, -n.y); |
| 177 | + let u = vec3(1f + s * n.x * n.x * a, s * b, -s * n.x); |
| 178 | + let v = vec3(b, s + n.y * n.y * a, -n.y); |
179 | 179 |
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180 |
| - return mat3x3<f32>(u, v, n); |
| 180 | + return mat3x3(u, v, n); |
181 | 181 | }
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182 | 182 |
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183 | 183 | fn rayIntersectBvh(ray: Ray, rayTMax: f32, hit: ptr<function, Intersection>) -> bool {
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@@ -352,7 +352,7 @@ fn textureLookup(desc: TextureDescriptor, uv: vec2f) -> vec3f {
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352 | 352 | }
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353 | 353 |
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354 | 354 | @must_use
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355 |
| -fn rngNextInUnitHemisphere(state: ptr<function, u32>) -> vec3<f32> { |
| 355 | +fn rngNextInUnitHemisphere(state: ptr<function, u32>) -> vec3f { |
356 | 356 | let r1 = rngNextFloat(state);
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357 | 357 | let r2 = rngNextFloat(state);
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358 | 358 |
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