114 lines
1.8 KiB
WebGPU Shading Language
114 lines
1.8 KiB
WebGPU Shading Language
fn bitwise_i32() {
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var s1 : i32;
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var s2 : i32;
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var v1 : vec3<i32>;
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var v2 : vec3<i32>;
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s1 = s1 | s2;
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s1 = s1 & s2;
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s1 = s1 ^ s2;
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v1 = v1 | v2;
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v1 = v1 & v2;
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v1 = v1 ^ v2;
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}
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fn bitwise_u32() {
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var s1 : u32;
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var s2 : u32;
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var v1 : vec3<u32>;
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var v2 : vec3<u32>;
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s1 = s1 | s2;
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s1 = s1 & s2;
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s1 = s1 ^ s2;
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v1 = v1 | v2;
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v1 = v1 & v2;
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v1 = v1 ^ v2;
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}
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fn vector_scalar_f32() {
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var v : vec3<f32>;
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var s : f32;
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var r : vec3<f32>;
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r = v + s;
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r = v - s;
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r = v * s;
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r = v / s;
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//r = v % s;
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}
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fn vector_scalar_i32() {
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var v : vec3<i32>;
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var s : i32;
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var r : vec3<i32>;
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r = v + s;
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r = v - s;
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r = v * s;
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r = v / s;
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r = v % s;
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}
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fn vector_scalar_u32() {
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var v : vec3<u32>;
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var s : u32;
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var r : vec3<u32>;
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r = v + s;
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r = v - s;
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r = v * s;
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r = v / s;
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r = v % s;
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}
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fn scalar_vector_f32() {
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var v : vec3<f32>;
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var s : f32;
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var r : vec3<f32>;
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r = s + v;
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r = s - v;
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r = s * v;
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r = s / v;
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//r = s % v;
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}
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fn scalar_vector_i32() {
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var v : vec3<i32>;
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var s : i32;
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var r : vec3<i32>;
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r = s + v;
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r = s - v;
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r = s * v;
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r = s / v;
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r = s % v;
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}
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fn scalar_vector_u32() {
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var v : vec3<u32>;
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var s : u32;
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var r : vec3<u32>;
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r = s + v;
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r = s - v;
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r = s * v;
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r = s / v;
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r = s % v;
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}
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fn matrix_matrix_f32() {
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var m34 : mat3x4<f32>;
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var m43 : mat4x3<f32>;
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var m33 : mat3x3<f32>;
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var m44 : mat4x4<f32>;
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m34 = m34 + m34;
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m34 = m34 - m34;
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m33 = m43 * m34;
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m44 = m34 * m43;
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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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