2022-03-07 17:55:44 -08:00
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[require]
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shader model >= 4.0
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2022-03-07 17:55:40 -08:00
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 5;
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int y = 15;
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return float4(x >> y, y >> x, x << y, y << x);
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 163840.0, 480.0)
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2023-09-12 22:29:10 -07:00
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[pixel shader]
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float4 main() : sv_target
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{
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int x = 1;
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int y = -1;
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int z = 34;
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uint x2 = 1;
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return float4(x << y, x << z, x2 << y, x2 << z);
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}
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[test]
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draw quad
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probe all rgba (-2147483648.0, 4.0, 2147483650.0, 4.0)
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2023-09-23 09:31:55 -07:00
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[pixel shader]
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float4 main() : sv_target
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{
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int x = 2147483647;
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int y = -1;
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int z = 34;
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uint x2 = 4294967295;
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return float4(x >> y, x >> z, x2 >> y, x2 >> z);
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}
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[test]
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draw quad
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probe all rgba (0.0, 536870912.0, 1.0, 1073741824.0)
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2022-03-07 17:55:40 -08:00
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 5;
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int y = 15;
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return float4(x & y, x | y, x ^ y, ~x);
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}
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[test]
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draw quad
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probe all rgba (5.0, 15.0, 10.0, -6.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int zero = 0;
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int one = 1;
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return float4(zero & zero, zero & one, one & zero, one & one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int zero = 0;
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int one = 1;
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return float4(zero | zero, zero | one, one | zero, one | one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int zero = 0;
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int one = 1;
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return float4(zero ^ zero, zero ^ one, one ^ zero, one ^ one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 1.0, 1.0, 0.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint x = 5;
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uint y = 15;
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return float4(x >> y, y >> x, x << y, y << x);
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 163840.0, 480.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint x = 5;
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uint y = 15;
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return float4(x & y, x | y, x ^ y, ~x);
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}
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[test]
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draw quad
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probe all rgba (5.0, 15.0, 10.0, 4294967296.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint zero = 0;
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uint one = 1;
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return float4(zero & zero, zero & one, one & zero, one & one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint zero = 0;
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uint one = 1;
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return float4(zero | zero, zero | one, one | zero, one | one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint zero = 0;
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uint one = 1;
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return float4(zero ^ zero, zero ^ one, one ^ zero, one ^ one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 1.0, 1.0, 0.0)
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