Shader: Handle type as expressions
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@@ -150,8 +150,8 @@ OpFunctionEnd)");
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[entry(frag)]
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fn main()
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{
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let vec = max(2.0, 1.0).xxx;
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let vec2 = min(2.0, 1.0).xxx;
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let v = max(2.0, 1.0).xxx;
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let v2 = min(2.0, 1.0).xxx;
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}
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)";
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@@ -161,9 +161,9 @@ fn main()
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void main()
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{
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float cachedResult = max(2.000000, 1.000000);
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vec3 vec = vec3(cachedResult, cachedResult, cachedResult);
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vec3 v = vec3(cachedResult, cachedResult, cachedResult);
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float cachedResult_2 = min(2.000000, 1.000000);
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vec3 vec2_ = vec3(cachedResult_2, cachedResult_2, cachedResult_2);
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vec3 v2 = vec3(cachedResult_2, cachedResult_2, cachedResult_2);
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}
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)");
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@@ -171,8 +171,8 @@ void main()
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[entry(frag)]
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fn main()
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{
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let vec: vec3[f32] = (max(2.000000, 1.000000)).xxx;
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let vec2: vec3[f32] = (min(2.000000, 1.000000)).xxx;
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let v: vec3[f32] = (max(2.000000, 1.000000)).xxx;
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let v2: vec3[f32] = (min(2.000000, 1.000000)).xxx;
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}
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)");
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