mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
368 lines
5.4 KiB
Plaintext
368 lines
5.4 KiB
Plaintext
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float x = 5.0;
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float y = 15.0;
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return float4(x + y, x - y, x * y, x / y);
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}
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[test]
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draw quad
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probe all rgba (20.0, -10.0, 75.0, 0.33333333)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float x = 5.0;
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float y = 15.0;
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return float4(x % y, +x, -x, y / x);
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}
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[test]
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draw quad
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probe all rgba (5.0, 5.0, -5.0, 3.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float x = 5.0;
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float y = 15.0;
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return float4(x == y, x != y, x < y, x <= y);
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}
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[test]
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draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float x = 5.0;
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float y = 15.0;
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float zero = 0.0;
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return float4(x > y, x >= y, !x, !zero);
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float zero = 0.0;
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float one = 1.0;
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return float4(zero && zero, zero && one, one && zero, one && one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float zero = 0.0;
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float one = 1.0;
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return float4(zero || zero, zero || one, one || zero, one || one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 5;
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int y = 15;
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return float4(x + y, x - y, x * y, x / y);
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}
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[test]
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draw quad
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probe all rgba (20.0, -10.0, 75.0, 0.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 5;
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int y = 15;
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return float4(x % y, +x, -x, y / x);
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}
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[test]
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draw quad
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probe all rgba (5.0, 5.0, -5.0, 3.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 5;
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int y = 15;
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return float4(x == y, x != y, x < y, x <= y);
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}
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[test]
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draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 5;
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int y = 15;
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int zero = 0;
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return float4(x > y, x >= y, !x, !zero);
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 5;
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int y = 15;
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return float4(x >> y, y >> x, x << y, y << x);
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 163840.0, 480.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 5;
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int y = 15;
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return float4(x & y, x | y, x ^ y, ~x);
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}
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[test]
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draw quad
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probe all rgba (5.0, 15.0, 10.0, -6.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int zero = 0;
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int one = 1;
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return float4(zero && zero, zero && one, one && zero, one && one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int zero = 0;
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int one = 1;
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return float4(zero || zero, zero || one, one || zero, one || one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int zero = 0;
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int one = 1;
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return float4(zero & zero, zero & one, one & zero, one & one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int zero = 0;
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int one = 1;
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return float4(zero | zero, zero | one, one | zero, one | one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int zero = 0;
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int one = 1;
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return float4(zero ^ zero, zero ^ one, one ^ zero, one ^ one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 1.0, 1.0, 0.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint x = 5;
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uint y = 15;
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return float4(x + y, x - y, x * y, x / y);
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}
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[test]
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draw quad
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probe all rgba (20.0, 4294967296.0, 75.0, 0.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint x = 5;
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uint y = 15;
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return float4(x % y, +x, -x, y / x);
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}
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[test]
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draw quad
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probe all rgba (5.0, 5.0, 4294967296.0, 3.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint x = 5;
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uint y = 15;
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return float4(x == y, x != y, x < y, x <= y);
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}
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[test]
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draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint x = 5;
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uint y = 15;
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uint zero = 0;
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return float4(x > y, x >= y, !x, !zero);
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint x = 5;
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uint y = 15;
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return float4(x >> y, y >> x, x << y, y << x);
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 163840.0, 480.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint x = 5;
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uint y = 15;
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return float4(x & y, x | y, x ^ y, ~x);
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}
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[test]
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draw quad
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probe all rgba (5.0, 15.0, 10.0, 4294967296.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint zero = 0;
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uint one = 1;
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return float4(zero && zero, zero && one, one && zero, one && one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint zero = 0;
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uint one = 1;
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return float4(zero || zero, zero || one, one || zero, one || one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint zero = 0;
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uint one = 1;
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return float4(zero & zero, zero & one, one & zero, one & one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint zero = 0;
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uint one = 1;
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return float4(zero | zero, zero | one, one | zero, one | one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint zero = 0;
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uint one = 1;
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return float4(zero ^ zero, zero ^ one, one ^ zero, one ^ one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 1.0, 1.0, 0.0)
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