2022-09-27 11:35:16 -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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float4 main(uniform float f, uniform int i, uniform uint u, uniform half h) : sv_target
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{
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uint4 ret;
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ret.x = asuint(f);
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ret.y = asuint(i);
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ret.z = asuint(u);
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ret.w = asuint(h);
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return ret;
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}
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[test]
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uniform 0 uint4 123 0xc0000000 456 0x7fd69345
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2022-09-28 13:19:27 -07:00
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draw quad
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2022-09-27 11:35:16 -07:00
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probe (320,240) rgba (123.0, 3221225472.0, 456.0, 2144768896.0)
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[pixel shader]
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float4 main(uniform float2x2 m, uniform float4 v) : sv_target
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{
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return float4(asuint(m)[0][1], asuint(v).y, 0, 0);
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}
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[test]
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uniform 0 uint4 11 12 0 0
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uniform 4 uint4 13 14 0 0
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uniform 8 uint4 20 21 22 23
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2022-09-28 13:19:27 -07:00
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draw quad
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2022-09-27 11:35:16 -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 asuint(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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2023-04-29 16:49:44 -07:00
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return asuint(d);
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2022-09-27 11:35:16 -07:00
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}
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