Shader: Switch type<subtype> to type[subtype]
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@@ -16,7 +16,7 @@ TEST_CASE("swizzle", "[Shader]")
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[entry(frag)]
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fn main()
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{
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let vec = vec4<f32>(0.0, 1.0, 2.0, 3.0);
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let vec = vec4[f32](0.0, 1.0, 2.0, 3.0);
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let value = vec.xyz;
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}
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)";
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@@ -35,8 +35,8 @@ void main()
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[entry(frag)]
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fn main()
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{
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let vec: vec4<f32> = vec4<f32>(0.000000, 1.000000, 2.000000, 3.000000);
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let value: vec3<f32> = vec.xyz;
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let vec: vec4[f32] = vec4[f32](0.000000, 1.000000, 2.000000, 3.000000);
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let value: vec3[f32] = vec.xyz;
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}
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)");
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@@ -60,8 +60,8 @@ OpFunctionEnd)");
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[entry(frag)]
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fn main()
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{
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let vec = vec4<f32>(0.0, 0.0, 0.0, 0.0);
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vec.yzw = vec3<f32>(1.0, 2.0, 3.0);
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let vec = vec4[f32](0.0, 0.0, 0.0, 0.0);
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vec.yzw = vec3[f32](1.0, 2.0, 3.0);
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}
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)";
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@@ -79,8 +79,8 @@ void main()
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[entry(frag)]
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fn main()
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{
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let vec: vec4<f32> = vec4<f32>(0.000000, 0.000000, 0.000000, 0.000000);
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vec.yzw = vec3<f32>(1.000000, 2.000000, 3.000000);
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let vec: vec4[f32] = vec4[f32](0.000000, 0.000000, 0.000000, 0.000000);
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vec.yzw = vec3[f32](1.000000, 2.000000, 3.000000);
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}
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)");
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@@ -127,7 +127,7 @@ void main()
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fn main()
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{
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let value: f32 = 42.000000;
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let vec: vec3<f32> = value.xxx;
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let vec: vec3[f32] = value.xxx;
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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 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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}
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)");
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@@ -200,7 +200,7 @@ OpFunctionEnd)");
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[entry(frag)]
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fn main()
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{
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let vec = vec4<f32>(0.0, 1.0, 2.0, 3.0);
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let vec = vec4[f32](0.0, 1.0, 2.0, 3.0);
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let value = vec.xyz.yz.y.x.xxxx;
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}
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)";
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@@ -219,8 +219,8 @@ void main()
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[entry(frag)]
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fn main()
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{
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let vec: vec4<f32> = vec4<f32>(0.000000, 1.000000, 2.000000, 3.000000);
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let value: vec4<f32> = vec.xyz.yz.y.x.xxxx;
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let vec: vec4[f32] = vec4[f32](0.000000, 1.000000, 2.000000, 3.000000);
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let value: vec4[f32] = vec.xyz.yz.y.x.xxxx;
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}
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)");
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@@ -247,9 +247,9 @@ OpFunctionEnd)");
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[entry(frag)]
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fn main()
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{
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let vec = vec4<f32>(0.0, 1.0, 2.0, 3.0);
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let vec = vec4[f32](0.0, 1.0, 2.0, 3.0);
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vec.wyxz.bra.ts.x = 0.0;
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vec.zyxw.ar.xy.yx = vec2<f32>(1.0, 0.0);
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vec.zyxw.ar.xy.yx = vec2[f32](1.0, 0.0);
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}
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)";
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@@ -268,9 +268,9 @@ void main()
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[entry(frag)]
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fn main()
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{
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let vec: vec4<f32> = vec4<f32>(0.000000, 1.000000, 2.000000, 3.000000);
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let vec: vec4[f32] = vec4[f32](0.000000, 1.000000, 2.000000, 3.000000);
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vec.wyxz.zxw.yx.x = 0.000000;
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vec.zyxw.wx.xy.yx = vec2<f32>(1.000000, 0.000000);
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vec.zyxw.wx.xy.yx = vec2[f32](1.000000, 0.000000);
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}
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)");
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