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This should be a u32, but we are missing validation rules for builtin types (opened crbug.com/tint/861 for this). This meant that we were generating invalid HLSL for this test. Change-Id: Ib2189d98e5e515e41374372c0f8963df04eb1b01 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/53001 Auto-Submit: James Price <jrprice@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Antonio Maiorano <amaiorano@google.com> Reviewed-by: Antonio Maiorano <amaiorano@google.com>
32 lines
1.0 KiB
WebGPU Shading Language
32 lines
1.0 KiB
WebGPU Shading Language
// Copyright 2020 The Tint Authors.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// Vertex shader
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let pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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vec2<f32>(0.0, 0.5),
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vec2<f32>(-0.5, -0.5),
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vec2<f32>(0.5, -0.5));
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[[stage(vertex)]]
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fn vtx_main([[builtin(vertex_index)]] VertexIndex : u32)
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-> [[builtin(position)]] vec4<f32> {
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return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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}
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// Fragment shader
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[[stage(fragment)]]
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fn frag_main() -> [[location(0)]] vec4<f32> {
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return vec4<f32>(1.0, 0.0, 0.0, 1.0);
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}
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