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//TEST:SIMPLE(filecheck=WGSL): -target wgsl
//WGSL-DAG: @builtin(global_invocation_id)
//WGSL-DAG: @compute
[shader("compute")]
void main_compute(uint3 dtid : SV_DispatchThreadID)
{
// Empty compute shader
}
//WGSL-DAG: @builtin(front_facing)
//WGSL-DAG: @fragment
[shader("fragment")]
float4 main_fragment(bool isFront : SV_IsFrontFace) : SV_Target
{
return float4(1,1,1,1);
}
//WGSL-DAG: @builtin(vertex_index)
//WGSL-DAG: @vertex
[shader("vertex")]
float4 main_vertex(uint vertexID : SV_VertexID) : SV_Position
{
return float4(1,1,1,1);
}
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