2024-04-30 22:43:35 -07:00
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[require]
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shader model >= 4.0
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[input layout]
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2024-08-01 18:03:46 -07:00
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0 r32g32-float POSITION
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1 r32-float CLIP_DISTANCE
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2024-04-30 22:43:35 -07:00
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[vb 0]
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-1.0 -1.0
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-1.0 1.0
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1.0 -1.0
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1.0 1.0
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[vb 1]
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1.0
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1.0
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1.0
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1.0
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[rtv 0]
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2024-08-01 18:03:46 -07:00
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format r32g32b32a32-float
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2024-04-30 22:43:35 -07:00
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size (2d, 640, 480)
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[vertex shader todo]
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struct input
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{
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float4 position : POSITION;
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float distance : CLIP_DISTANCE;
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};
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struct vertex
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{
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float4 position : SV_POSITION;
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float clip : SV_ClipDistance;
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};
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void main(input vin, out vertex vertex)
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{
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vertex.position = vin.position;
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vertex.clip = vin.distance;
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}
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[pixel shader]
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float4 main(const in float4 position : SV_Position) : SV_Target
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{
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return float4(0.0f, 1.0f, 0.0f, 1.0f);
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}
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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2024-04-23 03:46:45 -07:00
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todo(sm<6) draw triangle strip 4
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2024-02-10 11:16:22 -08:00
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probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
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2024-04-30 22:43:35 -07:00
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[vb 1]
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0.0
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0.0
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0.0
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0.0
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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2024-04-23 03:46:45 -07:00
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todo(sm<6) draw triangle strip 4
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2024-02-10 11:16:22 -08:00
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probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
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2024-04-30 22:43:35 -07:00
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[vb 1]
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-1.0
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-1.0
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-1.0
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-1.0
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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2024-04-23 03:46:45 -07:00
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todo(sm<6) draw triangle strip 4
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2024-02-10 11:16:22 -08:00
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probe (0, 0, 640, 480) rgba (1.0, 1.0, 1.0, 1.0)
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2024-04-30 22:43:35 -07:00
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[vb 1]
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1.0
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1.0
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-1.0
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-1.0
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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2024-04-23 03:46:45 -07:00
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todo(sm<6) draw triangle strip 4
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2024-04-30 22:43:35 -07:00
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probe rtv 0 (160, 240) rgba (0.0, 1.0, 0.0, 1.0)
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probe rtv 0 (480, 240) rgba (1.0, 1.0, 1.0, 1.0)
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[vb 1]
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-1.0
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1.0
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-1.0
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1.0
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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2024-04-23 03:46:45 -07:00
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todo(sm<6) draw triangle strip 4
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2024-04-30 22:43:35 -07:00
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probe rtv 0 (320, 120) rgba (0.0, 1.0, 0.0, 1.0)
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probe rtv 0 (320, 360) rgba (1.0, 1.0, 1.0, 1.0)
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