2023-05-02 18:26:09 -07:00
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[require]
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2024-05-25 11:56:54 -07:00
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shader model >= 3.0
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options: backcompat
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2023-05-02 18:26:09 -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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2024-01-24 11:11:17 -08:00
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[srv 0]
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size (2d, 2, 2)
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2023-05-02 18:26:09 -07:00
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levels 2
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1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0
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1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0
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0.0 0.0 1.0 0.0
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2024-05-25 11:56:54 -07:00
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[pixel shader fail(sm>=6)]
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sampler s;
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float4 grad;
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float4 main() : sv_target
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{
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return tex2D(s, float2(0.5, 0.5), grad.xy, grad.zw);
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}
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[test]
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uniform 0 float4 0.0 0.0 0.0 0.0
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todo(glsl) draw quad
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probe (0,0) rgba (1.0, 0.0, 1.0, 0.0)
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uniform 0 float4 1.0 1.0 1.0 1.0
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todo(glsl) draw quad
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probe (0,0) rgba (0.0, 0.0, 1.0, 0.0)
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uniform 0 float4 2.0 2.0 2.0 2.0
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todo(glsl) draw quad
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probe (0,0) rgba (0.0, 0.0, 1.0, 0.0)
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[require]
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shader model >= 4.0
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2023-05-05 08:13:18 -07:00
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[pixel shader]
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2023-05-02 18:26:09 -07:00
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sampler s;
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Texture2D t;
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uniform float4 grad;
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float4 main() : sv_target
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{
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return t.SampleGrad(s, float2(0.5, 0.5), grad.xy, grad.zw);
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}
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[test]
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uniform 0 float4 0.0 0.0 0.0 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 (1.0, 0.0, 1.0, 0.0)
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2023-05-02 18:26:09 -07:00
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uniform 0 float4 1.0 1.0 1.0 1.0
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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 (0.0, 0.0, 1.0, 0.0)
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2023-05-02 18:26:09 -07:00
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uniform 0 float4 2.0 2.0 2.0 2.0
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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 (0.0, 0.0, 1.0, 0.0)
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