2023-09-06 17:09:36 -07:00
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[require]
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shader model >= 3.0
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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// Shader models < 4 don't add 0.5 to sv_position, so this adjustment is required to get the
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// same outputs.
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pos.x = floor(pos.x) + 0.5;
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pos.y = floor(pos.y) + 0.5;
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pos /= 10.0;
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float nonlinear = pos.x * pos.y - pos.x * (pos.x + 0.5);
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float4 res = fwidth(nonlinear);
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// Each device may use either the coarse or the fine derivate, so use quantization.
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return round(30 * res);
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}
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[test]
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2024-10-21 07:23:27 -07:00
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todo(sm<4 | glsl | msl) draw quad
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2024-02-29 14:32:25 -08:00
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probe (10, 10) rgba (8.0, 8.0, 8.0, 8.0)
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probe (11, 10) rgba (8.0, 8.0, 8.0, 8.0)
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probe (12, 10) rgba (10.0, 10.0, 10.0, 10.0)
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probe (16, 16) rgba (12.0, 12.0, 12.0, 12.0)
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probe (150, 150) rgba (92.0, 92.0, 92.0, 92.0)
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