Update sample code WGSL.

This CL fixes up the sample code to use ',' instead of ';' for
struct members. This allows the Animometer and ComputeBoids samples
to execute again after the Tint change.

Change-Id: I96fae4fe3b96b0a6cc596edfd73013f2aa6ef0da
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/101060
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Dan Sinclair <dsinclair@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Auto-Submit: Dan Sinclair <dsinclair@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
diff --git a/src/dawn/samples/Animometer.cpp b/src/dawn/samples/Animometer.cpp
index 2138bb9..d19f84d 100644
--- a/src/dawn/samples/Animometer.cpp
+++ b/src/dawn/samples/Animometer.cpp
@@ -58,18 +58,18 @@
 
     wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
         struct Constants {
-            scale : f32;
-            time : f32;
-            offsetX : f32;
-            offsetY : f32;
-            scalar : f32;
-            scalarOffset : f32;
+            scale : f32,
+            time : f32,
+            offsetX : f32,
+            offsetY : f32,
+            scalar : f32,
+            scalarOffset : f32,
         };
         @group(0) @binding(0) var<uniform> c : Constants;
 
         struct VertexOut {
-            @location(0) v_color : vec4<f32>;
-            @builtin(position) Position : vec4<f32>;
+            @location(0) v_color : vec4<f32>,
+            @builtin(position) Position : vec4<f32>,
         };
 
         @vertex fn main(@builtin(vertex_index) VertexIndex : u32) -> VertexOut {
diff --git a/src/dawn/samples/ComputeBoids.cpp b/src/dawn/samples/ComputeBoids.cpp
index 8237db4..bd57147 100644
--- a/src/dawn/samples/ComputeBoids.cpp
+++ b/src/dawn/samples/ComputeBoids.cpp
@@ -97,9 +97,9 @@
 void initRender() {
     wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
         struct VertexIn {
-            @location(0) a_particlePos : vec2<f32>;
-            @location(1) a_particleVel : vec2<f32>;
-            @location(2) a_pos : vec2<f32>;
+            @location(0) a_particlePos : vec2<f32>,
+            @location(1) a_particleVel : vec2<f32>,
+            @location(2) a_pos : vec2<f32>,
         };
 
         @vertex
@@ -149,21 +149,21 @@
 void initSim() {
     wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
         struct Particle {
-            pos : vec2<f32>;
-            vel : vec2<f32>;
+            pos : vec2<f32>,
+            vel : vec2<f32>,
         };
         struct SimParams {
-            deltaT : f32;
-            rule1Distance : f32;
-            rule2Distance : f32;
-            rule3Distance : f32;
-            rule1Scale : f32;
-            rule2Scale : f32;
-            rule3Scale : f32;
-            particleCount : u32;
+            deltaT : f32,
+            rule1Distance : f32,
+            rule2Distance : f32,
+            rule3Distance : f32,
+            rule1Scale : f32,
+            rule2Scale : f32,
+            rule3Scale : f32,
+            particleCount : u32,
         };
         struct Particles {
-            particles : array<Particle>;
+            particles : array<Particle>,
         };
         @binding(0) @group(0) var<uniform> params : SimParams;
         @binding(1) @group(0) var<storage, read_write> particlesA : Particles;