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@@ -481,7 +481,7 @@ class WebGPUNodeBuilder extends NodeBuilder {
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const name = attribute.name;
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const type = this.getType( attribute.type );
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- snippet += `\t[[ location( ${index} ) ]] ${ name } : ${ type }`;
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+ snippet += `\t@location( ${index} ) ${ name } : ${ type }`;
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if ( index + 1 < length ) {
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@@ -526,7 +526,7 @@ class WebGPUNodeBuilder extends NodeBuilder {
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if ( shaderStage === 'vertex' ) {
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- snippet += '\t[[ builtin( position ) ]] Vertex: vec4<f32>;\n';
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+ snippet += '\t@builtin( position ) Vertex: vec4<f32>;\n';
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const varys = this.varys;
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@@ -534,7 +534,7 @@ class WebGPUNodeBuilder extends NodeBuilder {
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const vary = varys[ index ];
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- snippet += `\t[[ location( ${index} ) ]] ${ vary.name } : ${ this.getType( vary.type ) };\n`;
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+ snippet += `\t@location( ${index} ) ${ vary.name } : ${ this.getType( vary.type ) };\n`;
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}
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@@ -550,7 +550,7 @@ class WebGPUNodeBuilder extends NodeBuilder {
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const vary = varys[ index ];
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- snippet += `\t[[ location( ${index} ) ]] ${ vary.name } : ${ this.getType( vary.type ) }`;
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+ snippet += `\t@location( ${index} ) ${ vary.name } : ${ this.getType( vary.type ) }`;
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if ( index + 1 < varys.length ) {
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@@ -583,11 +583,11 @@ class WebGPUNodeBuilder extends NodeBuilder {
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if ( shaderStage === 'fragment' ) {
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- snippet += `[[ group( 0 ), binding( ${index ++} ) ]] var ${uniform.name}_sampler : sampler; `;
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+ snippet += `@group( 0 ) @binding( ${index ++} ) var ${uniform.name}_sampler : sampler; `;
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}
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- snippet += `[[ group( 0 ), binding( ${index ++} ) ]] var ${uniform.name} : texture_2d<f32>; `;
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+ snippet += `@group( 0 ) @binding( ${index ++} ) var ${uniform.name} : texture_2d<f32>; `;
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} else if ( uniform.type === 'buffer' ) {
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@@ -744,7 +744,7 @@ ${shaderData.varys}
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// codes
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${shaderData.codes}
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-[[ stage( vertex ) ]]
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+@stage( vertex )
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fn main( ${shaderData.attributes} ) -> NodeVarysStruct {
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// system
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@@ -773,8 +773,8 @@ ${shaderData.uniforms}
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// codes
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${shaderData.codes}
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-[[ stage( fragment ) ]]
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-fn main( ${shaderData.varys} ) -> [[ location( 0 ) ]] vec4<f32> {
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+@stage( fragment )
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+fn main( ${shaderData.varys} ) -> @location( 0 ) vec4<f32> {
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// vars
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${shaderData.vars}
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@@ -802,7 +802,7 @@ struct ${name} {
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const structSnippet = this._getWGSLStruct( structName, vars );
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return `${structSnippet}
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-[[ binding( ${binding} ), group( ${group} ) ]]
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+@binding( ${binding} ) @group( ${group} )
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var<uniform> ${name} : ${structName};`;
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}
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