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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>
30 lines
723 B
WebGPU Shading Language
30 lines
723 B
WebGPU Shading Language
var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var m : mat2x2<f32>;
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m = mat2x2<f32>(vec2<f32>(1.0, 2.0), vec2<f32>(3.0, 4.0));
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let x_26 : mat2x2<f32> = m;
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let x_28 : mat2x2<f32> = m;
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let x_30 : mat2x2<f32> = (transpose(x_26) * transpose(x_28));
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let x_31 : mat2x2<f32> = m;
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let x_32 : mat2x2<f32> = m;
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let x_34 : mat2x2<f32> = transpose((x_31 * x_32));
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if ((all((x_30[0u] == x_34[0u])) && all((x_30[1u] == x_34[1u])))) {
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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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