Remove accidental commit

Change-Id: Ied931db182c11f26bffda4900641e41a1e9b5ee8
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/59027
Commit-Queue: Ben Clayton <bclayton@google.com>
Commit-Queue: James Price <jrprice@google.com>
Auto-Submit: Ben Clayton <bclayton@google.com>
Kokoro: Ben Clayton <bclayton@google.com>
Reviewed-by: James Price <jrprice@google.com>
diff --git a/test/bug/tint/949.wgsl.expected.spirvcross.hlsl b/test/bug/tint/949.wgsl.expected.spirvcross.hlsl
deleted file mode 100644
index 1d61098..0000000
--- a/test/bug/tint/949.wgsl.expected.spirvcross.hlsl
+++ /dev/null
@@ -1,211 +0,0 @@
-/* Dumped generated HLSL */
-struct lightingInfo
-{
-    float3 diffuse;
-    float3 specular;
-};
-
-cbuffer LeftOver : register(b0, space2)
-{
-    row_major float4x4 _269_u_World : packoffset(c0);
-    row_major float4x4 _269_u_ViewProjection : packoffset(c4);
-    float _269_u_bumpStrength : packoffset(c8);
-    float3 _269_u_cameraPosition : packoffset(c9);
-    float _269_u_parallaxScale : packoffset(c9.w);
-    float _269_textureInfoName : packoffset(c10);
-    float2 _269_tangentSpaceParameter0 : packoffset(c10.z);
-};
-
-cbuffer Light0 : register(b0, space0)
-{
-    float4 light0_vLightData : packoffset(c0);
-    float4 light0_vLightDiffuse : packoffset(c1);
-    float4 light0_vLightSpecular : packoffset(c2);
-    float3 light0_vLightGround : packoffset(c3);
-    float4 light0_shadowsInfo : packoffset(c4);
-    float2 light0_depthValues : packoffset(c5);
-};
-
-Texture2D<float4> TextureSamplerTexture : register(t3, space2);
-SamplerState TextureSamplerSampler : register(s2, space2);
-Texture2D<float4> TextureSampler1Texture : register(t1, space2);
-SamplerState TextureSampler1Sampler : register(s0, space2);
-SamplerState bumpSamplerSampler : register(s1, space2);
-Texture2D<float4> bumpSamplerTexture : register(t2, space2);
-
-static bool gl_FrontFacing;
-static float2 vMainuv;
-static float4 v_output1;
-static float2 v_uv;
-static float4 v_output2;
-static float4 glFragColor;
-
-struct SPIRV_Cross_Input
-{
-    float4 v_output1 : TEXCOORD0;
-    float2 vMainuv : TEXCOORD1;
-    float4 v_output2 : TEXCOORD2;
-    float2 v_uv : TEXCOORD3;
-    bool gl_FrontFacing : SV_IsFrontFace;
-};
-
-struct SPIRV_Cross_Output
-{
-    float4 glFragColor : SV_Target0;
-};
-
-static float u_Float = 0.0f;
-static float3 u_Color = 0.0f.xxx;
-
-float3x3 cotangent_frame(float3 normal, float3 p, float2 uv, float2 tangentSpaceParams)
-{
-    float3 dp1 = ddx(p);
-    float3 dp2 = ddy(p);
-    float2 duv1 = ddx(uv);
-    float2 duv2 = ddy(uv);
-    float3 dp2perp = cross(dp2, normal);
-    float3 dp1perp = cross(normal, dp1);
-    float3 tangent = (dp2perp * duv1.x) + (dp1perp * duv2.x);
-    float3 bitangent = (dp2perp * duv1.y) + (dp1perp * duv2.y);
-    tangent *= tangentSpaceParams.x;
-    bitangent *= tangentSpaceParams.y;
-    float invmax = rsqrt(max(dot(tangent, tangent), dot(bitangent, bitangent)));
-    return float3x3(float3(tangent * invmax), float3(bitangent * invmax), float3(normal));
-}
-
-float3x3 transposeMat3(float3x3 inMatrix)
-{
-    float3 i0 = inMatrix[0];
-    float3 i1 = inMatrix[1];
-    float3 i2 = inMatrix[2];
-    float3x3 outMatrix = float3x3(float3(float3(i0.x, i1.x, i2.x)), float3(float3(i0.y, i1.y, i2.y)), float3(float3(i0.z, i1.z, i2.z)));
-    return outMatrix;
-}
-
-float3 perturbNormalBase(float3x3 cotangentFrame, float3 normal, float scale)
-{
-    return normalize(mul(normal, cotangentFrame));
-}
-
-float3 perturbNormal(float3x3 cotangentFrame, float3 textureSample, float scale)
-{
-    float3x3 param = cotangentFrame;
-    float3 param_1 = (textureSample * 2.0f) - 1.0f.xxx;
-    float param_2 = scale;
-    return perturbNormalBase(param, param_1, param_2);
-}
-
-lightingInfo computeHemisphericLighting(float3 viewDirectionW, float3 vNormal, float4 lightData, float3 diffuseColor, float3 specularColor, float3 groundColor, float glossiness)
-{
-    float ndl = (dot(vNormal, lightData.xyz) * 0.5f) + 0.5f;
-    lightingInfo result = { 0.0f.xxx, 0.0f.xxx };
-    result.diffuse = lerp(groundColor, diffuseColor, ndl.xxx);
-    float3 angleW = normalize(viewDirectionW + lightData.xyz);
-    float specComp = max(0.0f, dot(vNormal, angleW));
-    specComp = pow(specComp, max(1.0f, glossiness));
-    result.specular = specularColor * specComp;
-    return result;
-}
-
-void frag_main()
-{
-    u_Float = 100.0f;
-    u_Color = 0.5f.xxx;
-    float4 tempTextureRead = TextureSamplerTexture.Sample(TextureSamplerSampler, vMainuv);
-    float3 rgb = tempTextureRead.xyz * _269_textureInfoName;
-    float3 output5 = normalize(_269_u_cameraPosition - v_output1.xyz);
-    float4 output4 = 0.0f.xxxx;
-    float2 uvOffset = 0.0f.xx;
-    float normalScale = 1.0f / _269_u_bumpStrength;
-    float2 _299 = 0.0f.xx;
-    if (gl_FrontFacing)
-    {
-        _299 = v_uv;
-    }
-    else
-    {
-        _299 = -v_uv;
-    }
-    float2 TBNUV = _299;
-    float3 param = v_output2.xyz * normalScale;
-    float3 param_1 = v_output1.xyz;
-    float2 param_2 = TBNUV;
-    float2 param_3 = _269_tangentSpaceParameter0;
-    float3x3 TBN = cotangent_frame(param, param_1, param_2, param_3);
-    float3x3 param_4 = TBN;
-    float3x3 invTBN = transposeMat3(param_4);
-    float parallaxLimit = length(mul(-output5, invTBN).xy) / mul(-output5, invTBN).z;
-    parallaxLimit *= _269_u_parallaxScale;
-    float2 vOffsetDir = normalize(mul(-output5, invTBN).xy);
-    float2 vMaxOffset = vOffsetDir * parallaxLimit;
-    float numSamples = 15.0f + (dot(mul(-output5, invTBN), mul(v_output2.xyz, invTBN)) * (-11.0f));
-    float stepSize = 1.0f / numSamples;
-    float currRayHeight = 1.0f;
-    float2 vCurrOffset = 0.0f.xx;
-    float2 vLastOffset = 0.0f.xx;
-    float lastSampledHeight = 1.0f;
-    float currSampledHeight = 1.0f;
-    for (int i = 0; i < 15; i++)
-    {
-        currSampledHeight = TextureSamplerTexture.Sample(TextureSamplerSampler, v_uv + vCurrOffset).w;
-        if (currSampledHeight > currRayHeight)
-        {
-            float delta1 = currSampledHeight - currRayHeight;
-            float delta2 = (currRayHeight + stepSize) - lastSampledHeight;
-            float ratio = delta1 / (delta1 + delta2);
-            vCurrOffset = (vLastOffset * ratio) + (vCurrOffset * (1.0f - ratio));
-            break;
-        }
-        else
-        {
-            currRayHeight -= stepSize;
-            vLastOffset = vCurrOffset;
-            vCurrOffset += (vMaxOffset * stepSize);
-            lastSampledHeight = currSampledHeight;
-        }
-    }
-    float2 parallaxOcclusion_0 = vCurrOffset;
-    uvOffset = parallaxOcclusion_0;
-    float3x3 param_5 = TBN;
-    float3 param_6 = TextureSamplerTexture.Sample(TextureSamplerSampler, v_uv + uvOffset).xyz;
-    float param_7 = 1.0f / _269_u_bumpStrength;
-    float3 _461 = perturbNormal(param_5, param_6, param_7);
-    output4 = float4(_461.x, _461.y, _461.z, output4.w);
-    float2 output6 = v_uv + uvOffset;
-    float4 tempTextureRead1 = TextureSampler1Texture.Sample(TextureSampler1Sampler, output6);
-    float3 rgb1 = tempTextureRead1.xyz;
-    float3 viewDirectionW = normalize(_269_u_cameraPosition - v_output1.xyz);
-    float shadow = 1.0f;
-    float glossiness = 1.0f * u_Float;
-    float3 diffuseBase = 0.0f.xxx;
-    float3 specularBase = 0.0f.xxx;
-    float3 normalW = output4.xyz;
-    float3 param_8 = viewDirectionW;
-    float3 param_9 = normalW;
-    float4 param_10 = light0_vLightData;
-    float3 param_11 = light0_vLightDiffuse.xyz;
-    float3 param_12 = light0_vLightSpecular.xyz;
-    float3 param_13 = light0_vLightGround;
-    float param_14 = glossiness;
-    lightingInfo info = computeHemisphericLighting(param_8, param_9, param_10, param_11, param_12, param_13, param_14);
-    shadow = 1.0f;
-    diffuseBase += (info.diffuse * shadow);
-    specularBase += (info.specular * shadow);
-    float3 diffuseOutput = diffuseBase * rgb1;
-    float3 specularOutput = specularBase * u_Color;
-    float3 output3 = diffuseOutput + specularOutput;
-    glFragColor = float4(output3, 1.0f);
-}
-
-SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
-{
-    gl_FrontFacing = stage_input.gl_FrontFacing;
-    vMainuv = stage_input.vMainuv;
-    v_output1 = stage_input.v_output1;
-    v_uv = stage_input.v_uv;
-    v_output2 = stage_input.v_output2;
-    frag_main();
-    SPIRV_Cross_Output stage_output;
-    stage_output.glFragColor = glFragColor;
-    return stage_output;
-}
\ No newline at end of file