[input layout]
0 r32g32-float position
0 r32-float color 0
0 r32-float color 1
0 r32-float texcoord 0
0 r32-float texcoord 1
0 r32-float texcoord 2
0 r32-float texcoord 3
0 r32-float texcoord 4
0 r32-float texcoord 5
0 r32-float texcoord 6
0 r32-float texcoord 7

[vb 0]
-1.0 -1.0   0.5 0.6   0.1 0.2 0.3 0.4 0.05 0.06 0.07 0.08
-1.0  1.0   0.5 0.6   0.1 0.2 0.3 0.4 0.05 0.06 0.07 0.08
 1.0 -1.0   0.5 0.6   0.1 0.2 0.3 0.4 0.05 0.06 0.07 0.08
 1.0  1.0   0.5 0.6   0.1 0.2 0.3 0.4 0.05 0.06 0.07 0.08

[vertex shader]
void main(float4 pos : position, inout float color[2] : color,
        inout float texcoord[8] : texcoord, out float4 out_pos : sv_position)
{
    out_pos = pos;
}

[pixel shader]
float4 main(float color[2] : color, float texcoord[8] : texcoord) : sv_target
{
    return float4(texcoord[0], texcoord[1], texcoord[2], texcoord[3])
            + float4(texcoord[4], texcoord[5], texcoord[6], texcoord[7])
            + float4(color[0], color[1], 0, 0);
}

[test]
todo(msl & sm>=6) draw triangle strip 4
probe (0,0) f32(.65, .86, .37, .48) 1
