diff --git a/shaders/wgsl/imagePass.wgsl b/shaders/wgsl/imagePass.wgsl index 76f6b7e..7ab4e99 100644 --- a/shaders/wgsl/imagePass.wgsl +++ b/shaders/wgsl/imagePass.wgsl @@ -10,7 +10,7 @@ struct ComputeInput { [[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) { - // Resolve the invocation ID to a single cell + // Resolve the invocation ID to a texel coordinate var coord = vec2(input.id.xy); var screenSize = textureDimensions(tex); diff --git a/shaders/wgsl/palettePass.wgsl b/shaders/wgsl/palettePass.wgsl index 53bb152..5935505 100644 --- a/shaders/wgsl/palettePass.wgsl +++ b/shaders/wgsl/palettePass.wgsl @@ -38,7 +38,7 @@ fn randomFloat( uv : vec2 ) -> f32 { [[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) { - // Resolve the invocation ID to a single cell + // Resolve the invocation ID to a texel coordinate var coord = vec2(input.id.xy); var screenSize = textureDimensions(tex); diff --git a/shaders/wgsl/rainPass.wgsl b/shaders/wgsl/rainPass.wgsl index 256ac48..c31f992 100644 --- a/shaders/wgsl/rainPass.wgsl +++ b/shaders/wgsl/rainPass.wgsl @@ -265,7 +265,7 @@ fn computeResult (isFirstFrame : bool, previousResult : vec4, glyphPos : ve [[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) { - // Resolve the invocation ID to a single cell + // Resolve the invocation ID to a cell coordinate var row = i32(input.id.y); var column = i32(input.id.x); diff --git a/shaders/wgsl/resurrectionPass.wgsl b/shaders/wgsl/resurrectionPass.wgsl index 00611b1..d601210 100644 --- a/shaders/wgsl/resurrectionPass.wgsl +++ b/shaders/wgsl/resurrectionPass.wgsl @@ -57,7 +57,7 @@ fn hslToRgb(h : f32, s : f32, l : f32) -> vec3 { [[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) { - // Resolve the invocation ID to a single cell + // Resolve the invocation ID to a texel coordinate var coord = vec2(input.id.xy); var screenSize = textureDimensions(tex); diff --git a/shaders/wgsl/stripePass.wgsl b/shaders/wgsl/stripePass.wgsl index a5e346a..4bcf153 100644 --- a/shaders/wgsl/stripePass.wgsl +++ b/shaders/wgsl/stripePass.wgsl @@ -33,7 +33,7 @@ fn randomFloat( uv : vec2 ) -> f32 { [[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) { - // Resolve the invocation ID to a single cell + // Resolve the invocation ID to a texel coordinate var coord = vec2(input.id.xy); var screenSize = textureDimensions(tex);