2023-01-04 14:41:51 -08:00
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[pixel shader]
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uniform float4 color;
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float4 main() : sv_target
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{
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float4 ret = color;
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ret.gb = ret.ra;
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ret.ra = float2(0.0101, 0.0404);
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return ret;
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}
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[test]
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uniform 0 float4 0.0303 0.08 0.07 0.0202
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2024-10-21 07:23:27 -07:00
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todo(msl) draw quad
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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (0.0101, 0.0303, 0.0202, 0.0404)
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2023-01-04 14:41:51 -08:00
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[pixel shader]
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float4 main() : SV_target
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{
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float4 ret = float4(0.1, 0.2, 0.3, 0.4);
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ret.wyz.yx = float2(0.5, 0.6).yx;
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return ret;
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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(msl) draw quad
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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (0.1, 0.6, 0.3, 0.5)
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2023-01-04 14:41:51 -08:00
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[pixel shader]
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float4 main() : SV_target
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{
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float4 ret;
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ret.zwyx = float4(0.1, 0.2, 0.3, 0.4);
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return ret;
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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(msl) draw quad
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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (0.4, 0.3, 0.1, 0.2)
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2023-01-04 14:41:51 -08:00
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[pixel shader]
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float4 main() : SV_target
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{
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float4 ret;
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ret.yw.y = 0.1;
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ret.xzy.yz.y.x = 0.2;
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ret.yzwx.yzwx.wz.y = 0.3;
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ret.zxy.xyz.zxy.xy.y = 0.4;
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return ret;
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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(msl) draw quad
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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (0.3, 0.2, 0.4, 0.1)
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2023-01-04 14:41:51 -08:00
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[pixel shader]
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float4 main() : SV_target
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{
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float4 ret;
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ret.yxz.yx = float2(0.1, 0.2);
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ret.w.x = 0.3;
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ret.wzyx.zyx.yx.x = 0.4;
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return ret;
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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(msl) draw quad
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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (0.1, 0.2, 0.4, 0.3)
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2023-01-04 14:41:51 -08:00
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[pixel shader]
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float4 main() : SV_target
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{
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float4 ret = float4(0.1, 0.2, 0.3, 0.4).ywxz.zyyz;
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return ret;
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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(msl) draw quad
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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (0.1, 0.4, 0.4, 0.1)
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2023-01-04 14:41:51 -08:00
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[pixel shader]
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float4 main() : SV_target
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{
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float4 ret = float4(0.1, 0.2, 0.3, 0.4);
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ret.yxwz = ret;
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ret = ret.wyzx;
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return ret;
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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(msl) draw quad
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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (0.3, 0.1, 0.4, 0.2)
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2023-01-04 14:41:51 -08:00
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[pixel shader]
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float4 main() : SV_target
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{
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float4 ret;
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ret.xyzw.xyzw = float4(0.1, 0.2, 0.3, 0.4);
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return ret;
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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(msl) draw quad
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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
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2023-01-04 14:22:37 -08:00
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[pixel shader]
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float4 main() : sv_target
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{
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float f = 20;
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return f.x.x;
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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(msl) draw quad
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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (20.0, 20.0, 20.0, 20.0)
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2023-01-04 14:22:37 -08:00
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[pixel shader]
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float4 main() : sv_target
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{
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float f = 3;
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return float4(1, 2, f.x.xx);
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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(msl) draw quad
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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (1.0, 2.0, 3.0, 3.0)
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2023-01-06 12:33:08 -08:00
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[pixel shader]
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uniform float4 color;
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float4 main() : sv_target
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{
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float4 ret = color;
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ret.xyzw = ret.xyzw; // Assignment to self.
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return ret;
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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2024-11-04 02:54:30 -08:00
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draw quad
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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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2023-01-06 12:33:08 -08:00
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[pixel shader]
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uniform float4 color;
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float4 main() : sv_target
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{
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float4 ret = color;
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ret.xyzw = ret.wxyz; // Assignment to self, shifted.
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ret.xy = ret.yx;
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return ret;
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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2024-11-04 02:54:30 -08:00
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draw quad
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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (1.0, 4.0, 2.0, 3.0)
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