Fix triangle.wgsl's floating point literals.
Bug: None Change-Id: I76a4df338e6354915844822ac1d40cece10ac9e0 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/27241 Commit-Queue: dan sinclair <dsinclair@chromium.org> Reviewed-by: dan sinclair <dsinclair@chromium.org>
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@ -30,7 +30,7 @@ entry_point vertex as "main" = vtx_main;
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# Fragment shader
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# Fragment shader
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[[location 0]] var<out> outColor : vec4<f32>;
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[[location 0]] var<out> outColor : vec4<f32>;
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fn frag_main() -> void {
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fn frag_main() -> void {
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outColor = vec4<f32>(1, 0, 0, 1);
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outColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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return;
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return;
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}
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}
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entry_point fragment = frag_main;
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entry_point fragment = frag_main;
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