2023-11-09 20:48:23 -08:00
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[require]
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shader model >= 5.0
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2023-12-12 06:27:41 -08:00
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float64
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2023-11-09 20:48:23 -08:00
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[pixel shader todo]
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uniform double2 d;
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uniform float2 f;
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float4 main() : sv_target
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{
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double2 n = d / f;
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return float4(d.x, d.y, n.x, n.y);
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}
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[test]
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uniform 0 double2 -4.5 8.5
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uniform 4 float4 -2.25 4.25 0.0 0.0
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todo(sm<6) draw quad
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probe all rgba (-4.5, 8.5, 2.0, 2.0)
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[require]
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shader model >= 6.0
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2023-11-22 19:17:54 -08:00
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int64
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2023-11-09 20:48:23 -08:00
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[pixel shader]
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uniform uint64_t2 l;
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uniform uint2 u;
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float4 main() : sv_target
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{
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uint64_t2 n = l / u;
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uint4 result = uint4(l.x, l.y, n.x, n.y);
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return result;
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}
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[test]
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uniform 0 uint64_t2 0x500000001 0x100000002
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uniform 4 uint4 10 4 0 0
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2023-11-21 06:38:19 -08:00
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draw quad
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probe all rgba (1.0, 2.0, 2147483648.0, 1073741824.0)
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2023-11-09 20:48:23 -08:00
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[pixel shader]
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uniform int64_t2 l;
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uniform int2 i;
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float4 main() : sv_target
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{
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int64_t2 n = l / i;
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int4 result = int4(l.x, l.y, n.x, n.y);
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return result;
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}
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[test]
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uniform 0 int64_t2 -21474836481 0x100000002
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uniform 4 int4 -20 8 0 0
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2023-11-21 06:38:19 -08:00
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draw quad
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probe all rgba (-1.0, 2.0, 1073741824.0, 536870912.0)
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