2022-03-07 17:55:40 -08:00
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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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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 (20.0, -10.0, 75.0, 0.33333333)
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2022-03-07 17:55:40 -08:00
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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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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 (5.0, 5.0, -5.0, 3.0)
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2022-04-14 03:52:39 -07:00
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2022-10-14 06:35:39 -07:00
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float x = 42;
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float y = 5;
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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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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 (2.0, -2.0, 2.0, -2.0) 16
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2022-10-14 06:35:39 -07:00
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float x = 45;
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float y = 5;
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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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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 (0.0, 0.0, 0.0, 0.0)
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2022-10-14 06:35:39 -07:00
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2023-09-09 11:08:52 -07:00
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[pixel shader]
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float4 main() : sv_target
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{
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float4 x = {5.0, -42.1, 4.0, 45.0};
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float4 y = {15.0, -5.0, 4.1, 5.0};
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return 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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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (5.0, -2.1, 4.0, 0.0) 6
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2023-09-09 11:08:52 -07:00
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2022-04-14 03:52:39 -07:00
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[require]
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2022-04-22 03:24:57 -07:00
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% Infinities are not allowed in SM1
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2022-04-14 03:52:39 -07:00
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shader model >= 4.0
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float x = 1;
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float y = 0;
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return 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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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (1e99, 1e99, 1e99, 1e99)
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