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Use a transform to convert these to the vector form for the MSL and SPIR-V backends. MSL only has the scalar form from version 2.0 onwards. Fixed: tint:1123 Change-Id: I384abd9872d9eae52a10a37cbd6aa96004692e9c Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/67360 Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: James Price <jrprice@google.com> Reviewed-by: Ben Clayton <bclayton@google.com>
5 lines
143 B
WebGPU Shading Language
5 lines
143 B
WebGPU Shading Language
let m = mat4x3<f32>(0.0, 1.0, 2.0,
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3.0, 4.0, 5.0,
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6.0, 7.0, 8.0,
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9.0, 10.0, 11.0);
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