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Fix type of gl_GlobalInvocationId in compute boids.
The variable was incorrectly set to be a `vec3<f32>` instead of a `vec3<u32>`. Bug: tint:24 Change-Id: I84262a185925c50adf3a149f5f93f45124499596 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/18400 Reviewed-by: David Neto <dneto@google.com>
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@ -64,7 +64,7 @@ type Particles = struct {
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[[binding 1, set 0]] var<storage_buffer> particlesA : Particles;
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[[binding 1, set 0]] var<storage_buffer> particlesA : Particles;
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[[binding 2, set 0]] var<storage_buffer> particlesB : Particles;
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[[binding 2, set 0]] var<storage_buffer> particlesB : Particles;
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[[builtin global_invocation_id]] var gl_GlobalInvocationID : vec3<f32>;
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[[builtin global_invocation_id]] var gl_GlobalInvocationID : vec3<u32>;
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# https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
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# https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
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fn compute_main() -> void {
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fn compute_main() -> void {
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