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vector.wgsl.expected.glsl
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#version 310 es
layout
(
local_size_x
=
1
,
local_size_y
=
1
,
local_size_z
=
1
)
in
;
void
unused_entry_point
()
{
return
;
}
float
f
()
{
vec3 v
=
vec3
(
1.0f
,
2.0f
,
3.0f
);
int
i
=
1
;
return
v
[
i
];
}