| var<private> g_v2 : vec2<f32> = vec2<f32>(1.0); |
| |
| var<private> g_v3 : vec3<f32> = vec3<f32>(1.0); |
| |
| var<private> g_v4 : vec4<f32> = vec4<f32>(1.0); |
| |
| fn from_immediate_bool() { |
| var v2 : vec2<bool> = vec2<bool>(true); |
| var v3 : vec3<bool> = vec3<bool>(true); |
| var v4 : vec4<bool> = vec4<bool>(true); |
| } |
| |
| fn from_immediate_f32() { |
| var v2 : vec2<f32> = vec2<f32>(1.0); |
| var v3 : vec3<f32> = vec3<f32>(1.0); |
| var v4 : vec4<f32> = vec4<f32>(1.0); |
| } |
| |
| fn from_immediate_i32() { |
| var v2 : vec2<i32> = vec2<i32>(1); |
| var v3 : vec3<i32> = vec3<i32>(1); |
| var v4 : vec4<i32> = vec4<i32>(1); |
| } |
| |
| fn from_immediate_u32() { |
| var v2 : vec2<u32> = vec2<u32>(1u); |
| var v3 : vec3<u32> = vec3<u32>(1u); |
| var v4 : vec4<u32> = vec4<u32>(1u); |
| } |
| |
| fn from_expression_bool() { |
| var v2 : vec2<bool> = vec2<bool>(true); |
| var v3 : vec3<bool> = vec3<bool>(true); |
| var v4 : vec4<bool> = vec4<bool>(true); |
| } |
| |
| fn from_expression_f32() { |
| var v2 : vec2<f32> = vec2<f32>((1.0 + 2.0)); |
| var v3 : vec3<f32> = vec3<f32>((1.0 + 2.0)); |
| var v4 : vec4<f32> = vec4<f32>((1.0 + 2.0)); |
| } |
| |
| fn from_expression_i32() { |
| var v2 : vec2<i32> = vec2<i32>((1 + 2)); |
| var v3 : vec3<i32> = vec3<i32>((1 + 2)); |
| var v4 : vec4<i32> = vec4<i32>((1 + 2)); |
| } |
| |
| fn from_expression_u32() { |
| var v2 : vec2<u32> = vec2<u32>((1u + 2u)); |
| var v3 : vec3<u32> = vec3<u32>((1u + 2u)); |
| var v4 : vec4<u32> = vec4<u32>((1u + 2u)); |
| } |
| |
| fn get_bool() -> bool { |
| return true; |
| } |
| |
| fn get_f32() -> f32 { |
| return 1.0; |
| } |
| |
| fn get_i32() -> i32 { |
| return 1; |
| } |
| |
| fn get_u32() -> u32 { |
| return 1u; |
| } |
| |
| fn from_call_bool() { |
| var v2 : vec2<bool> = vec2<bool>(get_bool()); |
| var v3 : vec3<bool> = vec3<bool>(get_bool()); |
| var v4 : vec4<bool> = vec4<bool>(get_bool()); |
| } |
| |
| fn from_call_f32() { |
| var v2 : vec2<f32> = vec2<f32>(get_f32()); |
| var v3 : vec3<f32> = vec3<f32>(get_f32()); |
| var v4 : vec4<f32> = vec4<f32>(get_f32()); |
| } |
| |
| fn from_call_i32() { |
| var v2 : vec2<i32> = vec2<i32>(get_i32()); |
| var v3 : vec3<i32> = vec3<i32>(get_i32()); |
| var v4 : vec4<i32> = vec4<i32>(get_i32()); |
| } |
| |
| fn from_call_u32() { |
| var v2 : vec2<u32> = vec2<u32>(get_u32()); |
| var v3 : vec3<u32> = vec3<u32>(get_u32()); |
| var v4 : vec4<u32> = vec4<u32>(get_u32()); |
| } |
| |
| fn with_swizzle() { |
| var a = vec2<f32>(1.0).y; |
| var b = vec3<f32>(1.0).z; |
| var c = vec4<f32>(1.0).w; |
| } |
| |
| [[stage(fragment)]] |
| fn main() -> [[location(0)]] vec4<f32> { |
| return vec4<f32>(0.0, 0.0, 0.0, 0.0); |
| } |