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										 |  |  | [pixel shader] | 
					
						
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										 |  |  | uniform float3 u; | 
					
						
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							|  |  |  | float4 main() : sv_target | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  |     return float4(clamp(u.x, u.y, u.z), clamp(0.9, u.y, u.z), clamp(u.x, -0.5, u.z), clamp(0.6, -0.4, 0.3)); | 
					
						
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										 |  |  | } | 
					
						
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							|  |  |  | [test] | 
					
						
							|  |  |  | uniform 0 float4 -0.3 -0.1 0.7 0.0 | 
					
						
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										 |  |  | todo(glsl) draw quad | 
					
						
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										 |  |  | probe all rgba (-0.1, 0.7, -0.3, 0.3) | 
					
						
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											2022-11-07 19:05:52 -03:00
										 |  |  | [pixel shader] | 
					
						
							| 
									
										
										
										
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										 |  |  | float4 main() : sv_target | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     float3x2 a = {6, 5, 4, 3, 2, 1}; | 
					
						
							|  |  |  |     float2x3 b = {1, 2, 3, 4.2, 5.2, 6.2}; | 
					
						
							|  |  |  |     float3x4 c = 5.5; | 
					
						
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							|  |  |  |     float2x2 r = clamp(a, b, c); | 
					
						
							|  |  |  |     return float4(r); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | [test] | 
					
						
							| 
									
										
										
										
											2024-03-19 12:36:23 +01:00
										 |  |  | todo(glsl) draw quad | 
					
						
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											2022-11-07 19:05:52 -03:00
										 |  |  | probe all rgba (5.5, 5.0, 4.2, 5.2) | 
					
						
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										 |  |  | 
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										 |  |  | [pixel shader fail] | 
					
						
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										 |  |  | float4 main() : sv_target | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     float2x2 a = {3.1, 3.1, 3.1, 3.1}; | 
					
						
							|  |  |  |     float2x2 b = {1, 2, 3, 4}; | 
					
						
							|  |  |  |     float4 c = {5.5, 4.5, 3.5, 2.5}; | 
					
						
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							|  |  |  |     clamp(a, b, c); | 
					
						
							|  |  |  |     return 0; | 
					
						
							|  |  |  | } |