2024-09-01 16:46:43 -07:00
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[require]
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shader model >= 5.0
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depth-bounds
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[rtv 0]
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size (2d, 640, 480)
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[uav 1]
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format r32-float
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size (buffer, 1)
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0.0
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[dsv]
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size (2d, 640, 480)
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[vertex shader]
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RWBuffer<float> u : register(u1);
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float4 main(float4 position : position) : sv_position
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{
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u[0] = 0.0;
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return float4(position.xy, 1.0, 1.0);
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}
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[pixel shader]
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RWBuffer<float> u : register(u1);
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[earlydepthstencil]
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float4 main() : sv_target
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{
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u[0] = 1.0;
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return float4(1, 1, 1, 1);
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}
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[test]
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depth-bounds 0.3 0.6
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depth greater equal
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clear rtv 0 0.0 0.0 0.0 0.0
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clear dsv 0.0
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todo(glsl) draw quad
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2024-09-01 11:32:20 -07:00
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probe (0, 0) rgba(0, 0, 0, 0)
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2024-09-06 13:03:05 -07:00
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probe uav 1 (0) r(0.0)
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2024-09-01 16:46:43 -07:00
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clear rtv 0 0.0 0.0 0.0 0.0
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clear dsv 0.3
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todo(glsl) draw quad
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probe (0, 0) rgba(1, 1, 1, 1)
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probe uav 1 (0) r(1.0)
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clear rtv 0 0.0 0.0 0.0 0.0
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clear dsv 0.5
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todo(glsl) draw quad
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probe (0, 0) rgba(1, 1, 1, 1)
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probe uav 1 (0) r(1.0)
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clear rtv 0 0.0 0.0 0.0 0.0
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clear dsv 0.6
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todo(glsl) draw quad
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probe (0, 0) rgba(1, 1, 1, 1)
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probe uav 1 (0) r(1.0)
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clear rtv 0 0.0 0.0 0.0 0.0
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clear dsv 1.0
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todo(glsl) draw quad
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2024-09-01 11:32:20 -07:00
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probe (0, 0) rgba(0, 0, 0, 0)
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2024-09-06 13:03:05 -07:00
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probe uav 1 (0) r(0.0)
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