66 lines
2.2 KiB
HLSL
66 lines
2.2 KiB
HLSL
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[numthreads(1, 1, 1)]
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void unused_entry_point() {
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return;
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}
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float get_f32() {
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return 1.0f;
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}
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float2x2 build_mat2x2(float value) {
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return float2x2(float2(value, value), float2(value, value));
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}
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float2x3 build_mat2x3(float value) {
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return float2x3(float3(value, value, value), float3(value, value, value));
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}
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float2x4 build_mat2x4(float value) {
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return float2x4(float4(value, value, value, value), float4(value, value, value, value));
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}
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float3x2 build_mat3x2(float value) {
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return float3x2(float2(value, value), float2(value, value), float2(value, value));
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}
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float3x3 build_mat3x3(float value) {
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return float3x3(float3(value, value, value), float3(value, value, value), float3(value, value, value));
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}
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float3x4 build_mat3x4(float value) {
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return float3x4(float4(value, value, value, value), float4(value, value, value, value), float4(value, value, value, value));
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}
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float4x2 build_mat4x2(float value) {
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return float4x2(float2(value, value), float2(value, value), float2(value, value), float2(value, value));
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}
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float4x3 build_mat4x3(float value) {
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return float4x3(float3(value, value, value), float3(value, value, value), float3(value, value, value), float3(value, value, value));
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}
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float4x4 build_mat4x4(float value) {
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return float4x4(float4(value, value, value, value), float4(value, value, value, value), float4(value, value, value, value), float4(value, value, value, value));
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}
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void f() {
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const float tint_symbol = get_f32();
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float2x2 m2x2 = build_mat2x2(tint_symbol);
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const float tint_symbol_1 = get_f32();
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float2x3 m2x3 = build_mat2x3(tint_symbol_1);
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const float tint_symbol_2 = get_f32();
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float2x4 m2x4 = build_mat2x4(tint_symbol_2);
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const float tint_symbol_3 = get_f32();
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float3x2 m3x2 = build_mat3x2(tint_symbol_3);
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const float tint_symbol_4 = get_f32();
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float3x3 m3x3 = build_mat3x3(tint_symbol_4);
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const float tint_symbol_5 = get_f32();
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float3x4 m3x4 = build_mat3x4(tint_symbol_5);
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const float tint_symbol_6 = get_f32();
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float4x2 m4x2 = build_mat4x2(tint_symbol_6);
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const float tint_symbol_7 = get_f32();
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float4x3 m4x3 = build_mat4x3(tint_symbol_7);
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const float tint_symbol_8 = get_f32();
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float4x4 m4x4 = build_mat4x4(tint_symbol_8);
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}
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