diff --git a/src/webgpu/api/operation/rendering/depth.spec.ts b/src/webgpu/api/operation/rendering/depth.spec.ts index 3b2227db983e..a81a7c78125c 100644 --- a/src/webgpu/api/operation/rendering/depth.spec.ts +++ b/src/webgpu/api/operation/rendering/depth.spec.ts @@ -467,13 +467,8 @@ g.test('reverse_depth') @vertex fn main( @builtin(vertex_index) VertexIndex : u32, @builtin(instance_index) InstanceIndex : u32) -> Output { - // TODO: remove workaround for Tint unary array access broke - var zv : array, 4> = array, 4>( - vec2(0.2, 0.2), - vec2(0.3, 0.3), - vec2(-0.1, -0.1), - vec2(1.1, 1.1)); - let z : f32 = zv[InstanceIndex].x; + let zv = array(0.2, 0.3, -0.1, 1.1); + let z = zv[InstanceIndex]; var output : Output; output.Position = vec4(0.5, 0.5, z, 1.0);