2021-11-05 19:35:49 +01:00
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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2024-01-24 16:11:17 -03:00
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[srv 0]
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size (2d, 2, 2)
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2021-11-05 19:35:49 +01:00
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0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0
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0.0 0.0 0.0 0.0 1.0 0.0 1.0 0.0
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2023-11-15 17:41:33 -03:00
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[pixel shader todo(sm<4)]
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2021-11-05 19:35:49 +01:00
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sampler s;
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Texture2D t;
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float4 main() : sv_target
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{
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return t.Sample(s, float2(0.5, 0.5));
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}
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[test]
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2024-02-12 16:56:09 +10:00
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todo(sm<4) draw quad
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2021-11-05 19:35:49 +01:00
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probe all rgba (0.25, 0, 0.25, 0)
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2023-11-15 17:41:33 -03:00
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[pixel shader todo(sm<4)]
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2021-11-05 19:35:49 +01:00
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SamplerState s;
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Texture2D t;
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float4 main() : sv_target
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{
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return t.Sample(s, float2(0.5, 0.5));
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}
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[test]
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2024-02-12 16:56:09 +10:00
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todo(sm<4) draw quad
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2021-11-05 19:35:49 +01:00
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probe all rgba (0.25, 0, 0.25, 0)
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2023-04-19 19:24:14 +02:00
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2023-04-26 14:42:17 -04:00
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[pixel shader fail]
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sampler2D s;
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float4 main() : sv_target
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{
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return tex3D(s, float3(0.0, 0.0, 0.0));
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}
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2022-11-25 20:38:33 -03:00
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[pixel shader fail]
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sampler s;
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float4 main() : sv_target
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{
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return tex2D(s, float2(0.0, 0.0)) + tex3D(s, float3(0.0, 0.0, 0.0));
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}
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2023-08-25 10:39:21 +02:00
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[require]
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options: backcompat
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2023-09-14 19:29:24 +10:00
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[pixel shader fail(sm>=6)]
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2023-08-25 10:39:21 +02:00
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samplerCUBE s;
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float4 main() : sv_target
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{
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return texCUBE(s, float3(0.0, 0.0, 0.0));
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}
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2023-09-03 19:23:15 +02:00
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2023-09-14 19:29:24 +10:00
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[pixel shader fail(sm>=6)]
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2023-09-03 19:23:15 +02:00
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sampler1D s;
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float4 main() : sv_target
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{
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return tex1D(s, 0.0);
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}
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