fix shader conditional syntax

This commit is contained in:
Elias Stepanik 2025-06-14 21:34:01 +02:00
parent 0baad9ba20
commit 6f1e046d93

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@ -113,11 +113,11 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
// Compute base world-space position. // Compute base world-space position.
var base = params.origin; var base = params.origin;
if axis == 0u { if axis == 0u {
base = base + vec3<f32>(f32(slice) + (dir > 0 ? 1.0 : 0.0), f32(u0), f32(v0)) * params.step; base = base + vec3<f32>(f32(slice) + select(0.0, 1.0, dir > 0), f32(u0), f32(v0)) * params.step;
} else if axis == 1u { } else if axis == 1u {
base = base + vec3<f32>(f32(v0), f32(slice) + (dir > 0 ? 1.0 : 0.0), f32(u0)) * params.step; base = base + vec3<f32>(f32(v0), f32(slice) + select(0.0, 1.0, dir > 0), f32(u0)) * params.step;
} else { } else {
base = base + vec3<f32>(f32(u0), f32(v0), f32(slice) + (dir > 0 ? 1.0 : 0.0)) * params.step; base = base + vec3<f32>(f32(u0), f32(v0), f32(slice) + select(0.0, 1.0, dir > 0)) * params.step;
} }
let size = vec2<f32>(f32(width) * params.step, f32(height) * params.step); let size = vec2<f32>(f32(width) * params.step, f32(height) * params.step);