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<title>slang.git/tests/bugs/glsl-int-swizzle.slang.expected.txt, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
<id>https://git.yummers.dev/slang.git/atom?h=master</id>
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<updated>2023-07-26T19:23:53+00:00</updated>
<entry>
<title>Fix scalar swizzle causes invalid glsl output.  (#3028)</title>
<updated>2023-07-26T19:23:53+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2023-07-26T19:23:53+00:00</published>
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<id>urn:sha1:b8ade05df10a2774d3da5ef1fb2c7479ff48989a</id>
<content type='text'>
* Fix -fvk-u-shift not applying to RWStructuredBuffer on glsl output.

* Add `transpose` to `ObjectToWorld4x3`.

* Fix scalar swizzle causes invalid glsl output.

Fixes #3026.

---------

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
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