Remove storage textures from vertex tests

The template change in test/tint/builtins/gen/gen.wgsl.tmpl removes the
remaining usages of storage textures in vertex shaders in Tint end2end
tests, replacing them instead with a VertexOutput object to prevent DCE.
The template is the only manually modified file in this change, the rest
were created with:
./tools/run gen
./tools/run tests --generate-expected

Binding numbers and entry point ordering had to be slightly shuffled to
work around: crbug.com/42250109

Bug: 344846829
Change-Id: I6c2c80b78168a13c6c545e7a0dc924d64997ff0e
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/193260
Reviewed-by: Antonio Maiorano <amaiorano@google.com>
Commit-Queue: Natalie Chouinard <chouinard@google.com>
diff --git a/test/tint/builtins/gen/literal/fract/ed00ca.wgsl.expected.glsl b/test/tint/builtins/gen/literal/fract/ed00ca.wgsl.expected.glsl
index fa98f72..19dddc7 100644
--- a/test/tint/builtins/gen/literal/fract/ed00ca.wgsl.expected.glsl
+++ b/test/tint/builtins/gen/literal/fract/ed00ca.wgsl.expected.glsl
@@ -1,23 +1,4 @@
 #version 310 es
-
-void fract_ed00ca() {
-  vec2 res = vec2(0.25f);
-}
-
-vec4 vertex_main() {
-  fract_ed00ca();
-  return vec4(0.0f);
-}
-
-void main() {
-  gl_PointSize = 1.0;
-  vec4 inner_result = vertex_main();
-  gl_Position = inner_result;
-  gl_Position.y = -(gl_Position.y);
-  gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
-  return;
-}
-#version 310 es
 precision highp float;
 precision highp int;
 
@@ -25,6 +6,10 @@
   vec2 res = vec2(0.25f);
 }
 
+struct VertexOutput {
+  vec4 pos;
+};
+
 void fragment_main() {
   fract_ed00ca();
 }
@@ -39,6 +24,10 @@
   vec2 res = vec2(0.25f);
 }
 
+struct VertexOutput {
+  vec4 pos;
+};
+
 void compute_main() {
   fract_ed00ca();
 }
@@ -48,3 +37,28 @@
   compute_main();
   return;
 }
+#version 310 es
+
+void fract_ed00ca() {
+  vec2 res = vec2(0.25f);
+}
+
+struct VertexOutput {
+  vec4 pos;
+};
+
+VertexOutput vertex_main() {
+  VertexOutput tint_symbol = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f));
+  tint_symbol.pos = vec4(0.0f);
+  fract_ed00ca();
+  return tint_symbol;
+}
+
+void main() {
+  gl_PointSize = 1.0;
+  VertexOutput inner_result = vertex_main();
+  gl_Position = inner_result.pos;
+  gl_Position.y = -(gl_Position.y);
+  gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
+  return;
+}