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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>
24 lines
802 B
WebGPU Shading Language
24 lines
802 B
WebGPU Shading Language
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struct vertexUniformBuffer1 {
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transform1 : mat2x2<f32>;
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};
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struct vertexUniformBuffer2 {
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transform2 : mat2x2<f32>;
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};
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@group(0) @binding(0) var<uniform> x_20 : vertexUniformBuffer1;
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@group(1) @binding(0) var<uniform> x_26 : vertexUniformBuffer2;
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@stage(vertex)
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fn main(@builtin(vertex_index) gl_VertexIndex : u32) -> @builtin(position) vec4<f32> {
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var indexable : array<vec2<f32>, 3>;
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let x_23 : mat2x2<f32> = x_20.transform1;
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let x_28 : mat2x2<f32> = x_26.transform2;
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let x_46 : u32 = gl_VertexIndex;
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indexable = array<vec2<f32>, 3>(vec2<f32>(-1.0, 1.0), vec2<f32>(1.0, 1.0), vec2<f32>(-1.0, -1.0));
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let x_51 : vec2<f32> = indexable[x_46];
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let x_52 : vec2<f32> = (mat2x2<f32>((x_23[0u] + x_28[0u]), (x_23[1u] + x_28[1u])) * x_51);
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return vec4<f32>(x_52.x, x_52.y, 0.0, 1.0);
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}
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