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

57 lines
1.1 KiB
WebGPU Shading Language

struct buf0 {
zero : f32;
};
var<private> gl_FragCoord : vec4<f32>;
@group(0) @binding(0) var<uniform> x_7 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var f : f32;
var x_49 : bool;
var x_50_phi : bool;
let x_31 : f32 = gl_FragCoord.x;
f = x_31;
let x_32 : f32 = f;
f = (x_32 + -0x1.8p+128);
let x_34 : f32 = f;
if (((5.0 / x_34) == 0.0)) {
let x_39 : f32 = f;
f = (x_39 + 1.0);
}
let x_41 : f32 = f;
let x_42 : bool = isNan(x_41);
x_50_phi = x_42;
if (!(x_42)) {
let x_46 : f32 = f;
let x_48 : f32 = x_7.zero;
x_49 = (x_46 != x_48);
x_50_phi = x_49;
}
let x_50 : bool = x_50_phi;
if (x_50) {
f = 0.0;
}
let x_53 : f32 = f;
if ((x_53 == 0.0)) {
x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
} else {
x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0);
}
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);
}