Ben Clayton 01e4b6fc18 wgsl: Replace [[decoration]] with @decoration
Deprecate the old syntax. Migrate everything to the new syntax.

Bug: tint:1382
Change-Id: Ide12b2e927b17dc93b9714c7049090864cc568d3
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/77260
Reviewed-by: James Price <jrprice@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: David Neto <dneto@google.com>
Commit-Queue: David Neto <dneto@google.com>
2022-01-19 22:46:57 +00:00

56 lines
1.7 KiB
WebGPU Shading Language

struct buf0 {
resolution : vec2<f32>;
};
var<private> gl_FragCoord : vec4<f32>;
@group(0) @binding(0) var<uniform> x_6 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var indexable : array<vec4<f32>, 16>;
var x_66 : i32;
var x_66_phi : i32;
var x_69_phi : i32;
let x_52 : vec4<f32> = gl_FragCoord;
let x_55 : vec2<f32> = x_6.resolution;
let x_56 : vec2<f32> = (vec2<f32>(x_52.x, x_52.y) / x_55);
let x_64 : i32 = (i32((x_56.x * 10.0)) + (i32((x_56.y * 10.0)) * 10));
x_66_phi = 100;
x_69_phi = 0;
loop {
var x_67 : i32;
var x_70 : i32;
x_66 = x_66_phi;
let x_69 : i32 = x_69_phi;
if ((x_69 < x_64)) {
} else {
break;
}
continuing {
x_67 = (((4 * bitcast<i32>(x_66)) * (1000 - bitcast<i32>(x_66))) / 1000);
x_70 = (x_69 + 1);
x_66_phi = x_67;
x_69_phi = x_70;
}
}
indexable = array<vec4<f32>, 16>(vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(0.5, 0.0, 0.0, 1.0), vec4<f32>(0.0, 0.5, 0.0, 1.0), vec4<f32>(0.5, 0.5, 0.0, 1.0), vec4<f32>(0.0, 0.0, 0.5, 1.0), vec4<f32>(0.5, 0.0, 0.5, 1.0), vec4<f32>(0.0, 0.5, 0.5, 1.0), vec4<f32>(0.5, 0.5, 0.5, 1.0), vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(1.0, 0.0, 0.0, 1.0), vec4<f32>(0.0, 1.0, 0.0, 1.0), vec4<f32>(1.0, 1.0, 0.0, 1.0), vec4<f32>(0.0, 0.0, 1.0, 1.0), vec4<f32>(1.0, 0.0, 1.0, 1.0), vec4<f32>(0.0, 1.0, 1.0, 1.0), vec4<f32>(1.0, 1.0, 1.0, 1.0));
let x_78 : vec4<f32> = indexable[bitcast<i32>((x_66 % 16))];
x_GLF_color = x_78;
return;
}
struct main_out {
@location(0)
x_GLF_color_1 : vec4<f32>;
};
@stage(fragment)
fn main(@builtin(position) gl_FragCoord_param : vec4<f32>) -> main_out {
gl_FragCoord = gl_FragCoord_param;
main_1();
return main_out(x_GLF_color);
}