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Update examples for recent WGSL changes
* Use new entry point IO syntax * Use `let` instead of `const` * Remove `-> void` from function headers Bug: dawn:755 Change-Id: I39b5687a342ea2298c3d2e85517c9b8d9017727e Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/47500 Commit-Queue: James Price <jrprice@google.com> Auto-Submit: James Price <jrprice@google.com> Reviewed-by: Ben Clayton <bclayton@google.com>
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@@ -96,22 +96,18 @@ void init() {
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initTextures();
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[location(0)]] var<in> pos : vec4<f32>;
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[[stage(vertex)]] fn main() {
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Position = pos;
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return;
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[[stage(vertex)]] fn main([[location(0)]] pos : vec4<f32>)
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-> [[builtin(position)]] vec4<f32> {
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return pos;
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
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[[builtin(frag_coord)]] var<in> FragCoord : vec4<f32>;
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[[group(0), binding(0)]] var mySampler: sampler;
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[[group(0), binding(1)]] var myTexture : texture_2d<f32>;
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[[location(0)]] var<out> FragColor : vec4<f32>;
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[[stage(fragment)]] fn main() {
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FragColor = textureSample(myTexture, mySampler, FragCoord.xy / vec2<f32>(640.0, 480.0));
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return;
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[[stage(fragment)]] fn main([[builtin(frag_coord)]] FragCoord : vec4<f32>)
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-> [[location(0)]] vec4<f32> {
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return textureSample(myTexture, mySampler, FragCoord.xy / vec2<f32>(640.0, 480.0));
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})");
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auto bgl = utils::MakeBindGroupLayout(
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