wgpu/naga/tests/out/wgsl/padding.wgsl

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struct S {
a: vec3<f32>,
}
struct Test {
a: S,
b: f32,
}
struct Test2_ {
a: array<vec3<f32>, 2>,
b: f32,
}
struct Test3_ {
a: mat4x3<f32>,
b: f32,
}
@group(0) @binding(0)
var<uniform> input1_: Test;
@group(0) @binding(1)
var<uniform> input2_: Test2_;
@group(0) @binding(2)
var<uniform> input3_: Test3_;
@vertex
fn vertex() -> @builtin(position) vec4<f32> {
let _e4 = input1_.b;
let _e8 = input2_.b;
let _e12 = input3_.b;
return (((vec4(1f) * _e4) * _e8) * _e12);
}