Fix compute_boids.wgsl literal types, storage class

Change-Id: I13279ab0db4c0a7587f4307bf923a59c59d5af2e
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/20624
Reviewed-by: dan sinclair <dsinclair@google.com>
This commit is contained in:
David Neto 2020-05-01 19:02:35 +00:00 committed by dan sinclair
parent 540ab2160b
commit ac47807974
1 changed files with 5 additions and 5 deletions

View File

@ -19,14 +19,14 @@ import "GLSL.std.450" as std;
[[location 0]] var<in> a_particlePos : vec2<f32>; [[location 0]] var<in> a_particlePos : vec2<f32>;
[[location 1]] var<in> a_particleVel : vec2<f32>; [[location 1]] var<in> a_particleVel : vec2<f32>;
[[location 2]] var<in> a_pos : vec2<f32>; [[location 2]] var<in> a_pos : vec2<f32>;
[[builtin position]] var<in> gl_Position : vec4<f32>; [[builtin position]] var<out> gl_Position : vec4<f32>;
fn vtx_main() -> void { fn vtx_main() -> void {
var angle : f32 = -std::atan2(a_particleVel.x, a_particleVel.y); var angle : f32 = -std::atan2(a_particleVel.x, a_particleVel.y);
var pos : vec2<f32> = vec2<f32>( var pos : vec2<f32> = vec2<f32>(
(a_pos.x * std::cos(angle)) - (a_pos.y * std::sin(angle)), (a_pos.x * std::cos(angle)) - (a_pos.y * std::sin(angle)),
(a_pos.x * std::sin(angle)) + (a_pos.y * std::cos(angle))); (a_pos.x * std::sin(angle)) + (a_pos.y * std::cos(angle)));
gl_Position = vec4<f32>(pos + a_particlePos, 0, 1); gl_Position = vec4<f32>(pos + a_particlePos, 0.0, 1.0);
return; return;
} }
entry_point vertex as "main" = vtx_main; entry_point vertex as "main" = vtx_main;
@ -76,9 +76,9 @@ fn compute_main() -> void {
var vPos : vec2<f32> = particlesA.particles[index].pos; var vPos : vec2<f32> = particlesA.particles[index].pos;
var vVel : vec2<f32> = particlesA.particles[index].vel; var vVel : vec2<f32> = particlesA.particles[index].vel;
var cMass : vec2<f32> = vec2<f32>(0, 0); var cMass : vec2<f32> = vec2<f32>(0.0, 0.0);
var cVel : vec2<f32> = vec2<f32>(0, 0); var cVel : vec2<f32> = vec2<f32>(0.0, 0.0);
var colVel : vec2<f32> = vec2<f32>(0, 0); var colVel : vec2<f32> = vec2<f32>(0.0, 0.0);
var cMassCount : i32 = 0; var cMassCount : i32 = 0;
var cVelCount : i32 = 0; var cVelCount : i32 = 0;