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This CL updates the templates in the StringStream to match more types. All of the internal `operator<<` methods have been converted over to StringStream. The precision was increased in order to better match the precision needed to read back as a double. Bug: tint:1686 Change-Id: Iaa15cf247f174967dd1014647ba5a74804997c22 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/122080 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Dan Sinclair <dsinclair@chromium.org>
18 lines
858 B
WebGPU Shading Language
18 lines
858 B
WebGPU Shading Language
struct Output {
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@builtin(position)
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Position : vec4<f32>,
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@location(0)
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color : vec4<f32>,
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}
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@vertex
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fn main(@builtin(vertex_index) VertexIndex : u32, @builtin(instance_index) InstanceIndex : u32) -> Output {
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let zv : array<vec2<f32>, 4> = array<vec2<f32>, 4>(vec2<f32>(0.2000000000000000111, 0.2000000000000000111), vec2<f32>(0.2999999999999999889, 0.2999999999999999889), vec2<f32>(-(0.10000000000000000555), -(0.10000000000000000555)), vec2<f32>(1.10000000000000008882, 1.10000000000000008882));
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let z : f32 = zv[InstanceIndex].x;
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var output : Output;
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output.Position = vec4<f32>(0.5, 0.5, z, 1.0);
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let colors : array<vec4<f32>, 4> = array<vec4<f32>, 4>(vec4<f32>(1.0, 0.0, 0.0, 1.0), vec4<f32>(0.0, 1.0, 0.0, 1.0), vec4<f32>(0.0, 0.0, 1.0, 1.0), vec4<f32>(1.0, 1.0, 1.0, 1.0));
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output.color = colors[InstanceIndex];
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return output;
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}
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