2024-01-31 17:10:29 -03:00
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[pixel shader todo(sm<4)]
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2023-09-14 19:29:24 +10:00
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uniform float f;
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uniform uint u;
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uniform bool b;
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2023-10-13 16:55:50 +02:00
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uniform float h;
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2021-09-09 21:11:34 -05:00
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2023-09-14 19:29:24 +10:00
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float4 main() : sv_target
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2021-09-09 21:11:34 -05:00
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{
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float4 ret;
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ret.x = ((float)(int)f) - 1.5;
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ret.y = ((float)(int)u) + 2.5;
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ret.z = ((float)(int)b) / 2;
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2023-10-13 16:55:50 +02:00
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ret.w = ((float)(int)(half)h) + 3.5;
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2021-09-09 21:11:34 -05:00
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return ret;
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}
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[test]
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2024-01-31 17:10:29 -03:00
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if(sm<4) uniform 0 float 2.6
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if(sm<4) uniform 4 float -2
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if(sm<4) uniform 8 float 1.0
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if(sm<4) uniform 12 float -3.6
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if(sm>=4) uniform 0 float 2.6
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if(sm>=4) uniform 1 int -2
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if(sm>=4) uniform 2 int -2
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if(sm>=4) uniform 3 float -3.6
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todo(sm<4) draw quad
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2023-04-14 15:51:21 -05:00
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probe all rgba (0.5, 0.5, 0.5, 0.5)
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2021-09-09 21:11:34 -05:00
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2024-01-31 17:10:29 -03:00
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[pixel shader]
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2021-09-09 21:11:34 -05:00
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float4 main() : sv_target
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{
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float f = 2.6;
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uint u = 0xfffffffe;
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bool b = true;
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half h = -3.6;
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float4 ret;
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ret.x = ((float)(int)f) - 1.5;
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ret.y = ((float)(int)u) + 2.5;
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ret.z = ((float)(int)b) / 2;
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ret.w = ((float)(int)h) + 3.5;
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return ret;
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}
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[test]
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draw quad
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2024-01-31 17:10:29 -03:00
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if(sm<4) todo probe all rgba (0.5, 4.2949673e+009, 0.5, 0.5)
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if(sm>=4) probe all rgba (0.5, 0.5, 0.5, 0.5)
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