| fn bitwise_i32() { | |
| var s1 : i32; | |
| var s2 : i32; | |
| var v1 : vec3<i32>; | |
| var v2 : vec3<i32>; | |
| s1 = (s1 | s2); | |
| s1 = (s1 & s2); | |
| s1 = (s1 ^ s2); | |
| v1 = (v1 | v2); | |
| v1 = (v1 & v2); | |
| v1 = (v1 ^ v2); | |
| } | |
| fn bitwise_u32() { | |
| var s1 : u32; | |
| var s2 : u32; | |
| var v1 : vec3<u32>; | |
| var v2 : vec3<u32>; | |
| s1 = (s1 | s2); | |
| s1 = (s1 & s2); | |
| s1 = (s1 ^ s2); | |
| v1 = (v1 | v2); | |
| v1 = (v1 & v2); | |
| v1 = (v1 ^ v2); | |
| } | |
| fn vector_scalar_f32() { | |
| var v : vec3<f32>; | |
| var s : f32; | |
| var r : vec3<f32>; | |
| r = (v + s); | |
| r = (v - s); | |
| r = (v * s); | |
| r = (v / s); | |
| } | |
| fn vector_scalar_i32() { | |
| var v : vec3<i32>; | |
| var s : i32; | |
| var r : vec3<i32>; | |
| r = (v + s); | |
| r = (v - s); | |
| r = (v * s); | |
| r = (v / s); | |
| r = (v % s); | |
| } | |
| fn vector_scalar_u32() { | |
| var v : vec3<u32>; | |
| var s : u32; | |
| var r : vec3<u32>; | |
| r = (v + s); | |
| r = (v - s); | |
| r = (v * s); | |
| r = (v / s); | |
| r = (v % s); | |
| } | |
| fn scalar_vector_f32() { | |
| var v : vec3<f32>; | |
| var s : f32; | |
| var r : vec3<f32>; | |
| r = (s + v); | |
| r = (s - v); | |
| r = (s * v); | |
| r = (s / v); | |
| } | |
| fn scalar_vector_i32() { | |
| var v : vec3<i32>; | |
| var s : i32; | |
| var r : vec3<i32>; | |
| r = (s + v); | |
| r = (s - v); | |
| r = (s * v); | |
| r = (s / v); | |
| r = (s % v); | |
| } | |
| fn scalar_vector_u32() { | |
| var v : vec3<u32>; | |
| var s : u32; | |
| var r : vec3<u32>; | |
| r = (s + v); | |
| r = (s - v); | |
| r = (s * v); | |
| r = (s / v); | |
| r = (s % v); | |
| } | |
| fn matrix_matrix_f32() { | |
| var m34 : mat3x4<f32>; | |
| var m43 : mat4x3<f32>; | |
| var m33 : mat3x3<f32>; | |
| var m44 : mat4x4<f32>; | |
| m34 = (m34 + m34); | |
| m34 = (m34 - m34); | |
| m33 = (m43 * m34); | |
| m44 = (m34 * m43); | |
| } | |
| [[stage(fragment)]] | |
| fn main() -> [[location(0)]] vec4<f32> { | |
| return vec4<f32>(0.0, 0.0, 0.0, 0.0); | |
| } |