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No need for the HLSL-style repeated swizzle; GLSL allows construction of a vector from a scalar value of the component type. Bug: tint:1317 Change-Id: Ia0afe3012cbb56716a2d1c5c3849dd662a5ff89c Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/70342 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
35 lines
611 B
GLSL
35 lines
611 B
GLSL
#version 310 es
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precision mediump float;
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vec3 Bad(uint index, vec3 rd) {
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vec3 normal = vec3(0.0f);
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normal[index] = -(sign(rd[index]));
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return normalize(normal);
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}
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layout (binding = 0) buffer S_1 {
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vec3 v;
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uint i;
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} io;
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struct tint_symbol_2 {
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uint idx;
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};
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void tint_symbol_inner(uint idx) {
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io.v = Bad(io.i, io.v);
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol(tint_symbol_2 tint_symbol_1) {
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tint_symbol_inner(tint_symbol_1.idx);
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return;
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}
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void main() {
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tint_symbol_2 inputs;
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inputs.idx = uint(gl_LocalInvocationIndex);
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tint_symbol(inputs);
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}
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