2021-11-05 11:35:49 -07:00
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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[texture 0]
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size (2, 2)
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0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0
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0.0 0.0 0.0 0.0 1.0 0.0 1.0 0.0
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2023-11-15 12:41:33 -08:00
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[pixel shader todo(sm<4)]
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2021-11-05 11:35:49 -07:00
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sampler s;
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Texture2D t;
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float4 main() : sv_target
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{
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return t.Sample(s, float2(0.5, 0.5));
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}
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[test]
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2023-11-15 12:41:33 -08:00
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todo(sm<4 | sm>=6) draw quad
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2021-11-05 11:35:49 -07:00
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probe all rgba (0.25, 0, 0.25, 0)
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2023-11-15 12:41:33 -08:00
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[pixel shader todo(sm<4)]
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2021-11-05 11:35:49 -07:00
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SamplerState s;
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Texture2D t;
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float4 main() : sv_target
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{
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return t.Sample(s, float2(0.5, 0.5));
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}
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[test]
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2023-11-15 12:41:33 -08:00
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todo(sm<4 | sm>=6) draw quad
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2021-11-05 11:35:49 -07:00
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probe all rgba (0.25, 0, 0.25, 0)
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2023-04-19 10:24:14 -07:00
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2023-04-26 11:42:17 -07:00
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[pixel shader fail]
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sampler2D s;
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float4 main() : sv_target
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{
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return tex3D(s, float3(0.0, 0.0, 0.0));
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}
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2022-11-25 15:38:33 -08:00
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[pixel shader fail]
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sampler s;
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float4 main() : sv_target
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{
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return tex2D(s, float2(0.0, 0.0)) + tex3D(s, float3(0.0, 0.0, 0.0));
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}
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2023-08-25 01:39:21 -07:00
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[require]
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options: backcompat
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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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2023-08-25 01:39:21 -07:00
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samplerCUBE s;
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float4 main() : sv_target
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{
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return texCUBE(s, float3(0.0, 0.0, 0.0));
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}
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2023-09-03 10:23:15 -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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2023-09-03 10:23:15 -07:00
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sampler1D s;
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float4 main() : sv_target
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{
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return tex1D(s, 0.0);
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}
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