2020-09-30 19:01:22 -07:00
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float4 color;
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color[0] = 0.020;
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color[1] = 0.245;
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color[2] = 0.351;
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color[3] = 1.0;
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return color;
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}
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[test]
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2020-09-30 19:01:22 -07:00
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probe all rgba (0.02, 0.245, 0.351, 1.0)
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2022-04-14 03:52:42 -07:00
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[pixel shader]
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uniform float4 m;
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float4 main() : SV_TARGET
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{
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return float4(m[0], m[1], m[1], m[2]);
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2022-04-14 03:52:42 -07:00
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probe all rgba (1.0, 2.0, 2.0, 3.0)
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2023-01-24 15:37:38 -08:00
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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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2023-01-24 15:37:38 -08:00
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float4 main() : SV_TARGET
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{
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float4 vec = {0, 1, 2, 3};
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int1 idx = {3};
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return vec[idx];
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}
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2023-01-05 07:13:46 -08:00
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[pixel shader]
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2023-01-24 15:37:38 -08:00
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float4 main() : SV_TARGET
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{
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float4 vec = {0, 1, 2, 3};
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int2 idx = {1, 2};
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return vec[idx.y];
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}
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[test]
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2023-01-05 07:13:46 -08:00
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probe all rgba (2.0, 2.0, 2.0, 2.0)
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2024-01-11 11:54:20 -08:00
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[pixel shader fail(sm<6) todo]
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float4 v;
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float i;
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float4 main() : sv_target
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{
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float4 p = v;
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p[i] = 2.0;
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return 0;
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}
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