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Add missing storage classes to compute boids.
This CL adds the missing storage classes to the module scoped variables in compute boids. Change-Id: I59cbe0f9bcc4b235f2f9157801dcbc445a6bd5eb Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/20346 Reviewed-by: David Neto <dneto@google.com>
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@ -19,7 +19,7 @@ import "GLSL.std.450" as std;
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[[location 0]] var<in> a_particlePos : vec2<f32>;
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[[location 0]] var<in> a_particlePos : vec2<f32>;
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[[location 1]] var<in> a_particleVel : vec2<f32>;
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[[location 1]] var<in> a_particleVel : vec2<f32>;
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[[location 2]] var<in> a_pos : vec2<f32>;
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[[location 2]] var<in> a_pos : vec2<f32>;
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[[builtin position]] var gl_Position : vec4<f32>;
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[[builtin position]] var<in> gl_Position : vec4<f32>;
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fn vtx_main() -> void {
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fn vtx_main() -> void {
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var angle : f32 = -std::atan2(a_particleVel.x, a_particleVel.y);
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var angle : f32 = -std::atan2(a_particleVel.x, a_particleVel.y);
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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<u32>;
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[[builtin global_invocation_id]] var<in> 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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