2023-04-03 14:15:00 -07:00
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[pixel shader]
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uniform float4 x;
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2023-05-07 14:45:11 -07:00
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float4 main() : sv_target
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2023-04-03 14:15:00 -07:00
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{
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return x.x ? x : x - 1;
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}
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[test]
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uniform 0 float4 2.0 3.0 4.0 5.0
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2023-09-14 02:29:24 -07:00
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todo(sm>=6) draw quad
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2023-04-03 14:15:00 -07:00
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probe all rgba (2.0, 3.0, 4.0, 5.0)
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uniform 0 float4 0.0 10.0 11.0 12.0
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2023-09-14 02:29:24 -07:00
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todo(sm>=6) draw quad
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2023-04-03 14:15:00 -07:00
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probe all rgba (-1.0, 9.0, 10.0, 11.0)
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2023-05-07 14:45:11 -07:00
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[pixel shader]
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uniform float4 x;
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float4 main() : sv_target
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{
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float4 ret;
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ret.x = x.x ? x.x : 1;
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ret.y = x.y ? 2 : x.y;
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ret.z = ret.w = 0.0;
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return ret;
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}
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[test]
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uniform 0 float4 1.1 3.0 4.0 5.0
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2023-09-14 02:29:24 -07:00
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todo(sm>=6) draw quad
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2023-05-07 14:45:11 -07:00
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probe all rgba (1.1, 2.0, 0.0, 0.0)
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2023-07-10 07:04:21 -07:00
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[pixel shader]
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float4 f;
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float4 main() : sv_target
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{
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float f1 = 0.1, f2 = 0.2, f3;
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f3 = f.x ? (f1 = 0.5) + 0.2 : (f2 = 0.6);
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return float4(f1, f2, f3, 0.0);
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}
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[test]
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uniform 0 float4 1.0 0.0 0.0 0.0
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2023-09-14 02:29:24 -07:00
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todo(sm>=6) draw quad
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2023-07-10 07:04:21 -07:00
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probe all rgba (0.5, 0.6, 0.7, 0.0)
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2023-07-24 23:46:28 -07:00
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2023-09-14 02:29:24 -07:00
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[pixel shader fail(sm>=6)]
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2023-07-24 23:46:28 -07:00
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float4 x, y, z;
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float4 main() : sv_target
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{
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return x ? y : z;
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}
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[test]
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uniform 0 float4 0.0 1.0 0.0 -3.0
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uniform 4 float4 1.0 2.0 3.0 4.0
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uniform 8 float4 5.0 6.0 7.0 8.0
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draw quad
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probe all rgba (5.0, 2.0, 7.0, 4.0)
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