Fix a few more coding style issues for shader
The indentations for shader are incorrect. BUG=dawn:186 TEST=dawn_end2end_tests Change-Id: I6707e46f6ebbc267a6d465bb5dd94183433f3ba0 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8880 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@ -27,15 +27,15 @@ class ClipSpaceTest : public DawnTest {
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// 2. The depth value of the bottom-right one is <= 0.5
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const char* vs =
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R"(#version 450
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const vec3 pos[6] = vec3[6](vec3(-1.0f, -1.0f, 1.0f),
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const vec3 pos[6] = vec3[6](vec3(-1.0f, -1.0f, 1.0f),
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vec3(-1.0f, 1.0f, 0.5f),
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vec3( 1.0f, -1.0f, 0.5f),
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vec3( 1.0f, -1.0f, 0.5f),
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vec3(-1.0f, 1.0f, 0.5f),
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vec3( 1.0f, 1.0f, 0.0f));
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void main() {
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gl_Position = vec4(pos[gl_VertexIndex], 1.0);
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})";
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void main() {
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gl_Position = vec4(pos[gl_VertexIndex], 1.0);
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})";
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pipelineDescriptor.cVertexStage.module =
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utils::CreateShaderModule(device, utils::ShaderStage::Vertex, vs);
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@ -27,15 +27,15 @@ class CullingTest : public DawnTest {
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// 2. The bottom-right one is clockwise (CW)
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const char* vs =
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R"(#version 450
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const vec2 pos[6] = vec2[6](vec2(-1.0f, -1.0f),
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const vec2 pos[6] = vec2[6](vec2(-1.0f, -1.0f),
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vec2(-1.0f, 0.0f),
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vec2( 0.0f, -1.0f),
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vec2( 0.0f, 1.0f),
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vec2( 1.0f, 0.0f),
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vec2( 1.0f, 1.0f));
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void main() {
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gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
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})";
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void main() {
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gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
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})";
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pipelineDescriptor.cVertexStage.module =
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utils::CreateShaderModule(device, utils::ShaderStage::Vertex, vs);
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@ -53,7 +53,7 @@ class TextureZeroInitTest : public DawnTest {
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utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
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const char* vs =
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R"(#version 450
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const vec2 pos[6] = vec2[6](vec2(-1.0f, -1.0f),
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const vec2 pos[6] = vec2[6](vec2(-1.0f, -1.0f),
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vec2(-1.0f, 1.0f),
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vec2( 1.0f, -1.0f),
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vec2( 1.0f, 1.0f),
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@ -61,9 +61,9 @@ class TextureZeroInitTest : public DawnTest {
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vec2( 1.0f, -1.0f)
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);
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void main() {
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gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
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})";
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void main() {
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gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
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})";
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pipelineDescriptor.cVertexStage.module =
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utils::CreateShaderModule(device, utils::ShaderStage::Vertex, vs);
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