2022-01-26 06:35:33 -08:00
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[require]
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shader model >= 4.1
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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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2024-01-24 11:11:17 -08:00
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[srv 0]
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size (2d, 3, 3)
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2022-01-26 06:35:33 -08:00
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0.0 0.0 0.0 0.4 0.1 0.0 0.5 0.0 0.2 0.0 0.0 0.4
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0.0 0.1 0.5 0.0 0.1 0.1 0.0 0.4 0.2 0.1 0.5 0.0
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0.0 0.2 0.0 0.4 0.1 0.2 0.5 0.0 0.2 0.2 0.0 0.4
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[pixel shader]
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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.Gather(s, float2(0.2, 0.2), int2(1, 0));
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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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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (0.1, 0.2, 0.2, 0.1)
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2022-01-26 06:35:33 -08:00
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[pixel shader]
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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.GatherRed(s, float2(0.6, 0.6), int2(-1, 0));
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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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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (0.0, 0.1, 0.1, 0.0)
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2022-01-26 06:35:33 -08:00
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[require]
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shader model >= 5.0
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[pixel shader]
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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.GatherGreen(s, float2(0.2, 0.2), int2(0, 1));
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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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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (0.2, 0.2, 0.1, 0.1)
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2022-01-26 06:35:33 -08:00
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[pixel shader]
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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.GatherGreen(s, float2(0.8, 0.8), int2(-1, -1));
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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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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (0.1, 0.1, 0.0, 0.0)
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2022-01-26 06:35:33 -08:00
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[pixel shader]
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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.GatherBlue(s, float2(0.2, 0.8), int2(1, 0));
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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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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (0.5, 0.0, 0.5, 0.0)
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2022-01-26 06:35:33 -08:00
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[pixel shader]
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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.GatherAlpha(s, float2(0.2, 0.8), int2(0, -1));
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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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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (0.0, 0.4, 0.0, 0.4)
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2024-02-25 21:23:09 -08:00
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[pixel shader]
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sampler s;
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Texture2D t;
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uniform int2 offset;
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float4 main() : sv_target
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{
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return t.Gather(s, float2(0.2, 0.2), offset);
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}
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[test]
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uniform 0 int4 1 0 0 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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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (0.1, 0.2, 0.2, 0.1)
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