2023-11-15 12:41:33 -08:00
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[pixel shader todo(sm<4)]
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2023-04-21 13:14:46 -07:00
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uniform float f;
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float4 main() : sv_target
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{
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return sign(f);
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}
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[test]
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uniform 0 float4 1.0 0.0 0.0 0.0
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2024-03-19 04:36:23 -07:00
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todo(sm<4 | 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, 1.0, 1.0, 1.0)
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2023-04-21 13:14:46 -07:00
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uniform 0 float4 -1.0 0.0 0.0 0.0
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2024-03-19 04:36:23 -07:00
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todo(sm<4 | 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, -1.0, -1.0, -1.0)
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2023-04-21 13:14:46 -07:00
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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(sm<4 | 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, 0.0, 0.0)
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2023-04-21 13:14:46 -07:00
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2024-01-31 12:10:29 -08:00
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2023-11-15 12:41:33 -08:00
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[pixel shader todo(sm<4)]
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2023-04-21 13:14:46 -07:00
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uniform float4 f;
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float4 main() : sv_target
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{
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return sign(f);
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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2024-03-19 04:36:23 -07:00
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todo(sm<4 | 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, 1.0, 1.0, 1.0)
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2023-04-21 13:14:46 -07:00
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2024-01-31 12:10:29 -08:00
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2023-11-15 12:41:33 -08:00
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[pixel shader todo(sm<4)]
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2023-04-21 13:14:46 -07:00
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uniform float2x2 f;
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float4 main() : sv_target
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{
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return sign(f);
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}
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[test]
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uniform 0 float4 1.0 2.0 0.0 0.0
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uniform 4 float4 3.0 4.0 0.0 0.0
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2024-03-19 04:36:23 -07:00
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todo(sm<4 | 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, 1.0, 1.0, 1.0)
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2023-04-21 13:14:46 -07:00
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2023-10-16 02:40:34 -07:00
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2023-11-15 12:41:33 -08:00
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[pixel shader todo(sm<4)]
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2023-04-21 13:14:46 -07:00
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uniform int f;
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float4 main() : sv_target
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{
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return sign(f);
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}
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[test]
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2024-01-31 12:10:29 -08:00
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm>=4) uniform 0 int4 1 0 0 0
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2024-03-19 04:36:23 -07:00
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todo(sm<4 | glsl) draw quad
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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (1, 1, 1, 1)
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2024-01-31 12:10:29 -08:00
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if(sm<4) uniform 0 float4 -1 0 0 0
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if(sm>=4) uniform 0 int4 -1 0 0 0
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2024-03-19 04:36:23 -07:00
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todo(sm<4 | glsl) draw quad
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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (-1, -1, -1, -1)
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2024-01-31 12:10:29 -08:00
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm>=4) uniform 0 int4 0 0 0 0
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2024-03-19 04:36:23 -07:00
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todo(sm<4 | 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)
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2023-04-21 13:14:46 -07:00
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2024-01-31 12:10:29 -08:00
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2023-11-15 12:41:33 -08:00
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[pixel shader todo(sm<4)]
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2023-04-21 13:14:46 -07:00
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uniform int4 f;
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float4 main() : sv_target
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{
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return sign(f);
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}
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[test]
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2024-01-31 12:10:29 -08:00
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if(sm<4) uniform 0 float4 1 2 3 4
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if(sm>=4) uniform 0 int4 1 2 3 4
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2024-03-19 04:36:23 -07:00
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todo(sm<4 | glsl) draw quad
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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (1, 1, 1, 1)
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2023-04-21 13:14:46 -07:00
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2024-01-31 12:10:29 -08:00
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2023-11-15 12:41:33 -08:00
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[pixel shader todo(sm<4)]
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2023-04-21 13:14:46 -07:00
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uniform int2x2 f;
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float4 main() : sv_target
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{
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return sign(f);
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}
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[test]
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2024-01-31 12:10:29 -08:00
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if(sm<4) uniform 0 float4 1 2 0 0
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if(sm<4) uniform 4 float4 3 4 0 0
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if(sm>=4) uniform 0 int4 1 2 0 0
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if(sm>=4) uniform 4 int4 3 4 0 0
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2024-03-19 04:36:23 -07:00
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todo(sm<4 | glsl) draw quad
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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (1, 1, 1, 1)
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