vkd3d/tests/hlsl/reflect.shader_test

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[pixel shader]
uniform float4 i;
uniform float4 n;
float4 main() : sv_target
{
return reflect(i, n);
}
[test]
uniform 0 float4 0.5 -0.1 0.2 0.3
uniform 4 float4 0.6 0.4 -0.3 1.0
todo(glsl) draw quad
probe (0, 0) rgba (-0.1, -0.5, 0.5, -0.7) 4
[pixel shader]
uniform float4 i;
uniform float4 n;
float4 main() : sv_target
{
float i1 = i.x;
return reflect(i1, n);
}
[test]
uniform 0 float4 0.5 0.0 0.0 0.0
uniform 4 float4 0.6 0.4 -0.3 1.0
todo(glsl) draw quad
probe (0, 0) rgba (-0.52, -0.18, 1.01, -1.2) 4
[pixel shader]
uniform float4 i;
uniform float4 n;
float4 main() : sv_target
{
float n1 = n.x;
return reflect(i, n1);
}
[test]
uniform 0 float4 0.5 -0.1 0.2 0.3
uniform 4 float4 0.6 0.0 0.0 0.0
todo(glsl) draw quad
probe (0, 0) rgba (-0.148, -0.748, -0.448, -0.348) 4
[pixel shader]
uniform float4 i;
uniform float4 n;
float4 main() : sv_target
{
float i1 = i.x;
float n1 = n.x;
return reflect(i1, n1);
}
[test]
uniform 0 float4 0.5 0.0 0.0 0.0
uniform 4 float4 0.6 0.0 0.0 0.0
todo(glsl) draw quad
probe (0, 0) rgba (0.14, 0.14, 0.14, 0.14) 4
[pixel shader]
uniform float4 i;
uniform float4 n;
float4 main() : sv_target
{
float2 i1 = i.xy;
return float4(reflect(i1, n), 0.0, 0.0);
}
[test]
uniform 0 float4 0.5 -0.1 0.0 0.0
uniform 4 float4 0.6 0.4 -0.3 1.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.188, -0.308, 0.0, 0.0) 4
[pixel shader]
uniform float4 i;
uniform float4 n;
float4 main() : sv_target
{
float3 i1 = i.xyz;
float2 n1 = n.xy;
return float4(reflect(i1, n1), 0.0, 0.0);
}
[test]
uniform 0 float4 0.5 -0.1 0.2 0.0
uniform 4 float4 0.6 0.4 0.0 0.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.188, -0.308, 0.0, 0.0) 4