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Port most of the samples to WGSL
Animometer's fragment shaders remains unported because it isn't clear how to use modf in WGSL. Bug: dawn:572 Change-Id: I29aa0ee657b813e7308f0300addd1d5795bfc16d Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/33821 Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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@@ -103,13 +103,13 @@ void init() {
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gl_Position = vec4(xpos, ypos, 0.0, 1.0);
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})");
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wgpu::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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#version 450
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layout(location = 0) out vec4 fragColor;
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layout(location = 0) in vec4 v_color;
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void main() {
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fragColor = v_color;
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[location(0)]] var<out> FragColor : vec4<f32>;
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[[location(0)]] var<in> v_color : vec4<f32>;
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[[stage(fragment)]] fn main() -> void {
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FragColor = v_color;
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return;
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})");
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wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
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