2022-06-24 00:41:24 -07:00
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[pixel shader]
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uniform float4 x;
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uniform float4 y;
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float4 main() : SV_TARGET
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{
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return dot(x, y);
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}
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[test]
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uniform 0 float4 2.0 3.0 4.0 5.0
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uniform 4 float4 10.0 11.0 12.0 13.0
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2023-06-14 07:07:31 -07:00
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todo(glsl) draw quad
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2022-06-24 00:41:24 -07:00
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probe all rgba (166.0, 166.0, 166.0, 166.0)
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[pixel shader]
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uniform float2 x;
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uniform float4 y;
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float4 main() : SV_TARGET
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{
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return dot(x, y);
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}
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[test]
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uniform 0 float4 2.0 3.0 0.0 0.0
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uniform 4 float4 10.0 11.0 12.0 13.0
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2023-06-14 07:07:31 -07:00
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todo(sm<4 | glsl) draw quad
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2022-06-24 00:41:24 -07:00
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probe all rgba (53.0, 53.0, 53.0, 53.0)
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[pixel shader]
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uniform float x;
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uniform float4 y;
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float4 main() : SV_TARGET
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{
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return dot(x, y);
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}
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[test]
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uniform 0 float4 2.0 0.0 0.0 0.0
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uniform 4 float4 10.0 11.0 12.0 13.0
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2023-06-14 07:07:31 -07:00
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todo(glsl) draw quad
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2022-06-24 00:41:24 -07:00
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probe all rgba (92.0, 92.0, 92.0, 92.0)
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2023-02-12 12:53:28 -08:00
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[pixel shader]
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uniform float4 x;
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uniform float y;
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float4 main() : SV_TARGET
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{
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return dot(x, y);
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}
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[test]
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uniform 0 float4 10.0 11.0 12.0 13.0
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uniform 4 float4 2.0 0.0 0.0 0.0
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2023-06-14 07:07:31 -07:00
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todo(glsl) draw quad
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2024-03-19 04:36:23 -07:00
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probe all rgba (92.0, 92.0, 92.0, 92.0)
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2023-02-12 12:53:28 -08:00
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2022-06-24 00:41:24 -07:00
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[pixel shader]
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uniform float x;
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uniform float y;
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float4 main() : SV_TARGET
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{
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return dot(x, y);
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}
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[test]
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% Account for both the SM1 and SM4 uniform layout
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uniform 0 float4 2.0 3.0 0.0 0.0
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uniform 4 float4 3.0 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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2022-06-24 00:41:24 -07:00
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probe all rgba (6.0, 6.0, 6.0, 6.0)
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2023-06-18 11:46:51 -07:00
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[pixel shader]
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static const float4 x = float4(2.0, 3.0, 4.0, 5.0);
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static const float4 y = float4(6.0, 7.0, 8.0, 9.0);
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float4 main() : sv_target
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{
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return dot(x, y);
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}
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[test]
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2023-06-18 11:46:51 -07:00
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probe all rgba (110.0, 110.0, 110.0, 110.0)
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2022-06-24 00:41:24 -07:00
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[pixel shader fail]
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uniform float1x1 x;
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uniform float4 y;
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float4 main() : SV_TARGET
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{
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return dot(x, y);
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}
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[pixel shader fail]
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uniform float1x4 x;
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uniform float4 y;
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float4 main() : SV_TARGET
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{
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return dot(x, y);
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}
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[pixel shader fail]
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uniform float4x1 x;
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uniform float4 y;
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float4 main() : SV_TARGET
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{
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return dot(x, y);
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}
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[pixel shader fail]
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uniform float4x4 x;
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uniform float4 y;
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float4 main() : SV_TARGET
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{
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return dot(x, y);
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}
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