2022-03-21 18:42:21 -07:00
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[require]
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shader model >= 4.0
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[input layout]
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0 r32g32b32a32 float texcoord
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[vertex buffer 0]
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0.0 1.0 0.0 1.0
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1.0 0.0 0.0 1.0
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0.0 0.0 1.0 1.0
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[vertex shader]
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void main(uint id : sv_vertexid, nointerpolation inout float4 t : texcoord, out float4 pos : sv_position)
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{
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float2 coords = float2((id << 1) & 2, id & 2);
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pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
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}
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[pixel shader]
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float4 main(nointerpolation float4 t : texcoord) : sv_target
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{
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return t;
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}
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[test]
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draw triangle list 3
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probe all rgba (0.0, 1.0, 0.0, 1.0)
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2023-09-22 09:23:46 -07:00
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[vertex shader]
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struct ps_input
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{
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nointerpolation float4 t : texcoord;
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};
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void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
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{
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float2 coords = float2((id << 1) & 2, id & 2);
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pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
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}
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[pixel shader]
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struct ps_input
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{
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nointerpolation float4 t : texcoord;
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};
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float4 main(ps_input input) : sv_target
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{
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return input.t;
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}
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[test]
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draw triangle list 3
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todo probe all rgba (0.0, 1.0, 0.0, 1.0)
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[vertex shader]
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struct ps_input
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{
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nointerpolation float4 t : texcoord;
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};
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void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
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{
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float2 coords = float2((id << 1) & 2, id & 2);
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pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
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}
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[pixel shader]
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struct ps_input
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{
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float4 t : texcoord;
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};
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float4 main(nointerpolation ps_input input) : sv_target
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{
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return input.t;
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}
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[test]
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draw triangle list 3
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probe all rgba (0.0, 1.0, 0.0, 1.0)
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[vertex shader]
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struct ps_input
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{
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nointerpolation float4 t : texcoord;
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};
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void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
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{
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float2 coords = float2((id << 1) & 2, id & 2);
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pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
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}
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[pixel shader todo]
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struct ps_input
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{
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nointerpolation float4 t : texcoord;
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};
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float4 main(centroid ps_input input) : sv_target
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{
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return input.t;
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}
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[test]
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todo draw triangle list 3
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todo probe all rgba (0.0, 1.0, 0.0, 1.0)
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[vertex shader]
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struct ps_input
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{
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nointerpolation float4 t : texcoord;
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};
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void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
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{
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float2 coords = float2((id << 1) & 2, id & 2);
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pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
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}
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[pixel shader todo]
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struct ps_input
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{
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centroid float4 t : texcoord;
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};
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float4 main(nointerpolation ps_input input) : sv_target
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{
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return input.t;
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}
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[test]
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todo draw triangle list 3
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todo probe all rgba (0.0, 1.0, 0.0, 1.0)
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[vertex shader fail]
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struct ps_input
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{
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nointerpolation centroid float4 t : texcoord;
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};
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void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
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{
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float2 coords = float2((id << 1) & 2, id & 2);
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pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
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}
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[vertex shader todo]
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struct ps_input
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{
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nointerpolation float4 t : texcoord;
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};
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void main(uint id : sv_vertexid, inout centroid ps_input input, out float4 pos : sv_position)
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{
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float2 coords = float2((id << 1) & 2, id & 2);
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pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
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}
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