105 lines
2.3 KiB
WebGPU Shading Language
105 lines
2.3 KiB
WebGPU Shading Language
var<private> g_v2 : vec2<f32> = vec2<f32>(1.0);
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var<private> g_v3 : vec3<f32> = vec3<f32>(1.0);
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var<private> g_v4 : vec4<f32> = vec4<f32>(1.0);
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fn from_immediate_bool() {
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var v2 : vec2<bool> = vec2<bool>(true);
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var v3 : vec3<bool> = vec3<bool>(true);
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var v4 : vec4<bool> = vec4<bool>(true);
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}
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fn from_immediate_f32() {
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var v2 : vec2<f32> = vec2<f32>(1.0);
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var v3 : vec3<f32> = vec3<f32>(1.0);
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var v4 : vec4<f32> = vec4<f32>(1.0);
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}
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fn from_immediate_i32() {
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var v2 : vec2<i32> = vec2<i32>(1);
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var v3 : vec3<i32> = vec3<i32>(1);
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var v4 : vec4<i32> = vec4<i32>(1);
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}
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fn from_immediate_u32() {
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var v2 : vec2<u32> = vec2<u32>(1u);
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var v3 : vec3<u32> = vec3<u32>(1u);
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var v4 : vec4<u32> = vec4<u32>(1u);
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}
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fn from_expression_bool() {
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var v2 : vec2<bool> = vec2<bool>(true);
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var v3 : vec3<bool> = vec3<bool>(true);
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var v4 : vec4<bool> = vec4<bool>(true);
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}
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fn from_expression_f32() {
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var v2 : vec2<f32> = vec2<f32>((1.0 + 2.0));
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var v3 : vec3<f32> = vec3<f32>((1.0 + 2.0));
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var v4 : vec4<f32> = vec4<f32>((1.0 + 2.0));
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}
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fn from_expression_i32() {
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var v2 : vec2<i32> = vec2<i32>((1 + 2));
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var v3 : vec3<i32> = vec3<i32>((1 + 2));
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var v4 : vec4<i32> = vec4<i32>((1 + 2));
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}
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fn from_expression_u32() {
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var v2 : vec2<u32> = vec2<u32>((1u + 2u));
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var v3 : vec3<u32> = vec3<u32>((1u + 2u));
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var v4 : vec4<u32> = vec4<u32>((1u + 2u));
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}
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fn get_bool() -> bool {
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return true;
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}
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fn get_f32() -> f32 {
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return 1.0;
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}
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fn get_i32() -> i32 {
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return 1;
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}
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fn get_u32() -> u32 {
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return 1u;
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}
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fn from_call_bool() {
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var v2 : vec2<bool> = vec2<bool>(get_bool());
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var v3 : vec3<bool> = vec3<bool>(get_bool());
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var v4 : vec4<bool> = vec4<bool>(get_bool());
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}
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fn from_call_f32() {
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var v2 : vec2<f32> = vec2<f32>(get_f32());
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var v3 : vec3<f32> = vec3<f32>(get_f32());
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var v4 : vec4<f32> = vec4<f32>(get_f32());
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}
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fn from_call_i32() {
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var v2 : vec2<i32> = vec2<i32>(get_i32());
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var v3 : vec3<i32> = vec3<i32>(get_i32());
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var v4 : vec4<i32> = vec4<i32>(get_i32());
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}
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fn from_call_u32() {
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var v2 : vec2<u32> = vec2<u32>(get_u32());
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var v3 : vec3<u32> = vec3<u32>(get_u32());
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var v4 : vec4<u32> = vec4<u32>(get_u32());
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}
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fn with_swizzle() {
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var a = vec2<f32>(1.0).y;
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var b = vec3<f32>(1.0).z;
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var c = vec4<f32>(1.0).w;
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}
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[[stage(fragment)]]
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fn main() -> [[location(0)]] vec4<f32> {
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return vec4<f32>(0.0, 0.0, 0.0, 0.0);
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}
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