Update GLSL expectations.
Bug: tint:1358 Change-Id: I161bc350d7c16cbe690c39a2ccda344a2535670c Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/75660 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Ben Clayton <bclayton@google.com>
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@ -2,7 +2,7 @@
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precision mediump float;
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void main_1() {
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mat3 m = mat3(vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f));
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mat3 m = mat3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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vec3 x_15 = m[1];
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float x_16 = x_15.y;
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return;
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@ -2,7 +2,7 @@
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precision mediump float;
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void main_1() {
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mat3 m = mat3(vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f));
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mat3 m = mat3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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m = mat3(vec3(1.0f, 2.0f, 3.0f), vec3(4.0f, 5.0f, 6.0f), vec3(7.0f, 8.0f, 9.0f));
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m[1] = vec3(5.0f, 5.0f, 5.0f);
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return;
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@ -1,6 +1,8 @@
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#version 310 es
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precision mediump float;
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const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f));
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struct tint_symbol_1 {
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uint VertexIndex;
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};
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@ -9,7 +11,6 @@ struct tint_symbol_2 {
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};
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vec4 vtx_main_inner(uint VertexIndex) {
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vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f));
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return vec4(pos[VertexIndex], 0.0f, 1.0f);
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}
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