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Omit types in most WGSL var statements.
Bug: None Change-Id: Id6ed10d98a550d912784b688c5473f67f1889a8c Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/54882 Commit-Queue: Ben Clayton <bclayton@google.com> Auto-Submit: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Reviewed-by: Ben Clayton <bclayton@google.com>
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Dawn LUCI CQ
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@@ -40,7 +40,7 @@ void init() {
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[[stage(vertex)]] fn main(
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[[builtin(vertex_index)]] VertexIndex : u32
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) -> [[builtin(position)]] vec4<f32> {
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var pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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var pos = array<vec2<f32>, 3>(
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vec2<f32>( 0.0, 0.5),
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vec2<f32>(-0.5, -0.5),
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vec2<f32>( 0.5, -0.5)
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@@ -315,7 +315,7 @@ int main(int argc, const char* argv[]) {
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pipelineDesc.vertex.module = utils::CreateShaderModule(device, R"(
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[[stage(vertex)]] fn main([[builtin(vertex_index)]] VertexIndex : u32)
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-> [[builtin(position)]] vec4<f32> {
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var pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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var pos = array<vec2<f32>, 3>(
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vec2<f32>( 0.0, 0.5),
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vec2<f32>(-0.5, -0.5),
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vec2<f32>( 0.5, -0.5)
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