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And force shader code to always use LF endings. Post merge, there were a number of files that crept in with CRLF endings. Some Tint end-to-end tests take objection to CRLF endings. CRLF endings can be detected with: ``` git grep -I --files-with-matches --perl-regexp '\r' HEAD ``` And fixed with: ``` find . -type f -exec dos2unix {} \; ``` Bug: dawn:1339 Change-Id: Iee054bafd15875de744b86e28393cd8229bd3cfa Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/86140 Kokoro-Run: Ben Clayton <bclayton@google.com> Reviewed-by: Antonio Maiorano <amaiorano@google.com> Commit-Queue: Ben Clayton <bclayton@google.com>
29 lines
758 B
WebGPU Shading Language
29 lines
758 B
WebGPU Shading Language
// 1112.wgsl
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@group(0) @binding(0) var Sampler: sampler;
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@group(0) @binding(1) var randomTexture: texture_2d<f32>;
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@group(0) @binding(2) var depthTexture: texture_2d<f32>;
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@stage(fragment)
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fn main(@location(0) vUV : vec2<f32>) -> @location(0) vec4<f32> {
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let random: vec3<f32> = textureSample(randomTexture, Sampler, vUV).rgb;
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var i = 0;
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loop {
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if (i < 1) {
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} else {
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break;
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}
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let offset : vec3<f32> = vec3<f32>(random.x);
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if (offset.x < 0.0 || offset.y < 0.0 || offset.x > 1.0 || offset.y > 1.0) {
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i = i + 1;
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continue;
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}
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let sampleDepth : f32 = textureSample(depthTexture, Sampler, offset.xy).r;
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i = i + 1;
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}
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return vec4<f32>(1.0);
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}
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