2022-02-03 14:44:20 -08:00
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[pixel shader]
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float4 main() : sv_target
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{
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int4 aa = {1, 2, 3, 4};
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return aa;
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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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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0) 4
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2022-02-03 14:44:20 -08:00
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[pixel shader]
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float4 main() : sv_target
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{
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float4 aa = {1, 2, 3, 4};
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return aa;
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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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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0) 4
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2022-02-03 14:44:20 -08:00
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[pixel shader]
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float4 main() : sv_target
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{
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float3 aa = {1, 2, 3};
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float4 bb = {aa.x, aa.y, aa.z, 4.0};
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return bb;
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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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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0) 4
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2022-02-07 22:52:15 -08:00
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[pixel shader]
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float4 main() : sv_target
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{
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float4 aa = { 1e1, 1e-1, 1., 2.f };
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float4 bb = { .1, .1e1, .2f, 1.e-1f };
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return aa + bb;
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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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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (10.1, 1.1, 1.2, 2.1) 4
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2023-11-16 07:30:52 -08:00
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2023-11-16 07:06:40 -08:00
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[pixel shader]
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2023-11-16 07:30:52 -08:00
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float4 main() : sv_target
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{
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float4 aa = { 3U, 0xfau, 020u, -1u};
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return aa;
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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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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (3.0, 250.0, 16.0, 4.2949673e+009) 4
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2023-11-16 07:30:52 -08:00
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2023-11-16 07:06:40 -08:00
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[pixel shader]
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2023-11-16 07:30:52 -08:00
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float4 main() : sv_target
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{
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// 3000000000 is -1294967296 when it doesn't have the 'u' suffix, except in SM6.
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float2 aa = {3000000000, 3000000000U};
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return float4(aa, 0.0, 0.0);
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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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2024-02-10 11:16:22 -08:00
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if(sm<6) probe (0,0) rgba (-1294967296.0, 3000000000.0, 0.0, 0.0) 4
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if(sm>=6) probe (0,0) rgba (3000000000.0, 3000000000.0, 0.0, 0.0) 4
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