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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>
34 lines
802 B
WebGPU Shading Language
34 lines
802 B
WebGPU Shading Language
var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var v : vec4<f32>;
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var dist1 : f32;
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var dist2 : f32;
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v = vec4<f32>(1.0, 2.0, 3.0, 4.0);
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let x_30 : vec4<f32> = v;
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let x_32 : vec4<f32> = v;
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let x_34 : vec4<f32> = v;
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dist1 = distance(tanh(x_30), (sinh(x_32) / cosh(x_34)));
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let x_38 : vec4<f32> = v;
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dist2 = distance(tanh(x_38), vec4<f32>(0.761590004, 0.964030027, 0.995050013, 0.999329984));
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let x_41 : f32 = dist1;
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let x_43 : f32 = dist2;
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if (((x_41 < 0.100000001) && (x_43 < 0.100000001))) {
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x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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} else {
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x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0);
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}
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return;
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}
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struct main_out {
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@location(0)
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x_GLF_color_1 : vec4<f32>;
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};
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@stage(fragment)
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fn main() -> main_out {
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main_1();
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return main_out(x_GLF_color);
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}
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