2023-04-29 19:02:09 -07:00
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[require]
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shader model >= 4.0
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[pixel shader]
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2023-09-14 02:29:24 -07:00
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uniform float f;
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uniform int i;
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uniform uint u;
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2023-10-13 07:55:50 -07:00
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uniform float h;
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2023-09-14 02:29:24 -07:00
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float4 main() : sv_target
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2023-04-29 19:02:09 -07:00
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{
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float4 ret;
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ret.x = asfloat(f);
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ret.y = asfloat(i);
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ret.z = asfloat(u);
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2023-10-13 07:55:50 -07:00
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ret.w = asfloat((half)h);
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2023-04-29 19:02:09 -07:00
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return ret;
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}
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[test]
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uniform 0 float4 123.0 -2.0 456 0.01
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2024-10-21 07:23:27 -07:00
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todo(msl) draw quad
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2023-04-29 19:02:09 -07:00
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probe (320,240) rgba (123.0, -2.0, 456.0, 0.01)
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[pixel shader]
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2023-09-14 02:29:24 -07:00
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uniform float2x2 m;
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uniform float4 v;
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float4 main() : sv_target
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2023-04-29 19:02:09 -07:00
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{
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return float4(asfloat(m)[0][1], asfloat(v).y, 0, 0);
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}
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[test]
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uniform 0 float4 11 12 0 0
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uniform 4 float4 13 14 0 0
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uniform 8 float4 20 21 22 23
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2024-10-21 07:23:27 -07:00
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todo(msl) draw quad
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2023-04-29 19:02:09 -07:00
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probe (320,240) rgba (13.0, 21.0, 0.0, 0.0)
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[pixel shader fail]
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float4 main() : sv_target
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{
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bool b = true;
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return asfloat(b);
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}
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[pixel shader fail]
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float4 main() : sv_target
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{
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double d = 1.0;
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return asfloat(d);
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}
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