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tint
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builtins
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textureStore
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loop_continuing_read_write_texture.wgsl.expected.wgsl
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@binding
(
2
)
@group
(
0
)
var
tex
:
texture_storage_2d
<
r32sint
,
read_write
>;
@compute
@workgroup_size
(
1
)
fn foo
()
{
for
(
var
i
=
0
;
(
i
<
3
);
textureStore
(
tex
,
vec2
(),
vec4
()))
{
}
}