Use snake case in the shader

This commit is contained in:
Conner Petzold 2025-07-15 23:01:25 -04:00
parent e9c1e1a47a
commit c0f8d7a555

View File

@ -14,7 +14,7 @@ struct TileData {
visible: bool,
}
fn getTileData(coord: vec2<u32>) -> TileData {
fn get_tile_data(coord: vec2<u32>) -> TileData {
let data = textureLoad(tile_data, coord, 0);
let tileset_index = data.r;
@ -37,7 +37,7 @@ fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
let tile_uv = in.uv * vec2<f32>(chunk_size);
let tile_coord = clamp(vec2<u32>(floor(tile_uv)), vec2<u32>(0), chunk_size - 1);
let tile = getTileData(tile_coord);
let tile = get_tile_data(tile_coord);
if (tile.tileset_index == 0xffffu || !tile.visible) {
discard;