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GLSL: clean up GLSL output whitespace generation.
More line() and less std::endl. More automated indents and less manual spacing. Put a single newline after every struct and function declaration. Note that this does touch every test result, but only affects whitespace. Change-Id: I7506b9029b79b91fb335911dba44369b36f09bbe Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/78300 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
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Tint LUCI CQ
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@@ -10,11 +10,11 @@ void f() {
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vec3 r = (a % (b + b));
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return;
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}
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void main() {
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f();
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}
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Error parsing GLSL shader:
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ERROR: 0:8: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type ' temp mediump 3-component vector of float' and a right operand of type ' temp mediump 3-component vector of float' (or there is no acceptable conversion)
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ERROR: 0:8: '' : compilation terminated
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@@ -8,8 +8,8 @@ void f() {
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ivec3 r = (a % (b + b));
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return;
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}
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void main() {
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f();
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}
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@@ -8,8 +8,8 @@ void f() {
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uvec3 r = (a % (b + b));
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return;
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}
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void main() {
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f();
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}
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