commit | 25379d3d4d239503737773f27391ecbc5ab6afc2 | [log] [tgz] |
---|---|---|
author | James Price <jrprice@google.com> | Thu Nov 28 21:23:47 2024 +0000 |
committer | Dawn LUCI CQ <dawn-scoped@luci-project-accounts.iam.gserviceaccount.com> | Thu Nov 28 21:23:47 2024 +0000 |
tree | 59098400965ae274fd3a35a587a7325da83a2b8d | |
parent | 25da285b19f25b9210808e73ea78bab4a9a67170 [diff] [blame] |
[glsl] Use vector component notation in more places This makes the generated GLSL easier to read and slightly shorter. Change-Id: If3da1843ca1aa864048f6dfb7d5f59474f9d3258 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/217255 Commit-Queue: James Price <jrprice@google.com> Reviewed-by: dan sinclair <dsinclair@chromium.org>
diff --git a/test/tint/builtins/gen/var/textureDimensions/2e443d.wgsl.expected.glsl b/test/tint/builtins/gen/var/textureDimensions/2e443d.wgsl.expected.glsl index 31cf17e..57b8ed3 100644 --- a/test/tint/builtins/gen/var/textureDimensions/2e443d.wgsl.expected.glsl +++ b/test/tint/builtins/gen/var/textureDimensions/2e443d.wgsl.expected.glsl
@@ -84,8 +84,8 @@ void main() { VertexOutput v_2 = vertex_main_inner(); gl_Position = v_2.pos; - gl_Position[1u] = -(gl_Position.y); - gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); + gl_Position.y = -(gl_Position.y); + gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); vertex_main_loc0_Output = v_2.prevent_dce; gl_PointSize = 1.0f; }