2023-10-20 19:23:46 -07:00
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[pixel shader]
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2024-01-26 17:07:15 -08:00
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uniform float3 f;
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float4 main() : sv_target
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{
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int3 r = f;
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return float4(r, 0);
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}
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[test]
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uniform 0 float4 10.3 11.5 12.8 13.1
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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 (10, 11, 12, 0)
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2024-01-26 17:07:15 -08:00
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2024-01-31 12:10:29 -08:00
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[pixel shader todo(sm<4)]
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2023-09-14 02:29:24 -07:00
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uniform float f;
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uniform uint u;
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uniform bool b;
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2023-10-13 07:55:50 -07:00
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uniform float h;
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2021-09-09 19:11:34 -07:00
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2023-09-14 02:29:24 -07:00
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float4 main() : sv_target
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2021-09-09 19:11:34 -07:00
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{
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float4 ret;
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ret.x = ((float)(int)f) - 1.5;
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ret.y = ((float)(int)u) + 2.5;
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ret.z = ((float)(int)b) / 2;
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2023-10-13 07:55:50 -07:00
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ret.w = ((float)(int)(half)h) + 3.5;
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2021-09-09 19:11:34 -07:00
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return ret;
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}
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[test]
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2024-01-31 12:10:29 -08:00
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if(sm<4) uniform 0 float 2.6
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if(sm<4) uniform 4 float -2
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if(sm<4) uniform 8 float 1.0
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if(sm<4) uniform 12 float -3.6
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if(sm>=4) uniform 0 float 2.6
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if(sm>=4) uniform 1 int -2
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if(sm>=4) uniform 2 int -2
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if(sm>=4) uniform 3 float -3.6
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2024-10-21 07:23:27 -07:00
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todo(sm<4 | msl) draw quad
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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
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2021-09-09 19:11:34 -07:00
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2024-01-31 12:10:29 -08:00
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[pixel shader]
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2021-09-09 19:11:34 -07:00
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float4 main() : sv_target
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{
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float f = 2.6;
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uint u = 0xfffffffe;
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bool b = true;
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half h = -3.6;
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float4 ret;
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ret.x = ((float)(int)f) - 1.5;
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ret.y = ((float)(int)u) + 2.5;
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ret.z = ((float)(int)b) / 2;
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ret.w = ((float)(int)h) + 3.5;
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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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if(sm<4) todo probe (0,0) rgba (0.5, 4.2949673e+009, 0.5, 0.5)
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if(sm>=4) probe (0,0) rgba (0.5, 0.5, 0.5, 0.5)
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