Use type inference in custom_shader WGSL (#334)
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@ -24,13 +24,13 @@ struct Locals {
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}
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}
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@group(0) @binding(2) var<uniform> r_locals: Locals;
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@group(0) @binding(2) var<uniform> r_locals: Locals;
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const tau: f32 = 6.283185307179586476925286766559;
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const tau = 6.283185307179586476925286766559;
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const bias: f32 = 0.2376; // Offset the circular time input so it is never 0
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const bias = 0.2376; // Offset the circular time input so it is never 0
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// Random functions based on https://thebookofshaders.com/10/
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// Random functions based on https://thebookofshaders.com/10/
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const random_scale: f32 = 43758.5453123;
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const random_scale = 43758.5453123;
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const random_x: f32 = 12.9898;
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const random_x = 12.9898;
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const random_y: f32 = 78.233;
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const random_y = 78.233;
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fn random(x: f32) -> f32 {
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fn random(x: f32) -> f32 {
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return fract(sin(x) * random_scale);
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return fract(sin(x) * random_scale);
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