2021-09-01 15:20:54 -07:00
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[pixel shader]
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2023-09-14 02:29:24 -07:00
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uniform float2 u;
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float4 main() : sv_target
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2021-09-01 15:20:54 -07:00
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{
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2022-03-07 17:55:42 -08:00
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return float4(max(u.x, u.y), max(2, 2.1), max(true, 2), max(-1, -1));
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2021-09-01 15:20:54 -07:00
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}
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[test]
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uniform 0 float4 0.7 -0.1 0.0 0.0
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2021-09-01 15:20:54 -07:00
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probe all rgba (0.7, 2.1, 2.0, -1.0)
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2022-11-07 06:54:11 -08:00
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2021-09-01 15:20:54 -07:00
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[pixel shader]
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2023-09-14 02:29:24 -07:00
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uniform float4 u;
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float4 main() : sv_target
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2021-09-01 15:20:54 -07:00
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{
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float3 a = float3(-0.1, 0.2, 0.3);
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2022-03-07 17:55:42 -08:00
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return float4(max(u.xy, u.zw), max(a, u.xy));
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2021-09-01 15:20:54 -07:00
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}
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[test]
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uniform 0 float4 0.7 -0.1 0.4 0.8
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2021-09-01 15:20:54 -07:00
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probe all rgba (0.7, 0.8, 0.7, 0.2)
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2022-11-07 06:54:11 -08:00
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2022-11-07 14:05:52 -08:00
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[pixel shader]
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2022-11-07 06:54:11 -08:00
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float4 main() : sv_target
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{
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float2x3 a = {1, 2, 3, 4, 5, 6};
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float3x2 b = {6, 5, 4, 3, 2, 1};
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float2x2 r = max(a, b);
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return float4(r);
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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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2022-11-07 14:05:52 -08:00
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probe all rgba (6.0, 5.0, 4.0, 5.0)
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2022-11-07 06:54:11 -08:00
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2022-11-07 14:05:52 -08:00
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[pixel shader fail]
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2022-11-07 06:54:11 -08:00
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float4 main() : sv_target
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{
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float2x2 a = {1, 2, 3, 4};
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float4 b = {4, 3, 2, 1};
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max(a, b);
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return 0;
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}
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