2024-04-09 20:51:06 -07:00
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[require]
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shader model >= 4.1
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[rtv 0]
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format r32g32b32a32 float
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size (2dms, 4, 640, 480)
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[pixel shader todo]
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float4 main() : sv_target
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{
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return float4(GetRenderTargetSampleCount(), 0, 0, 0);
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}
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[test]
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2023-06-14 18:59:34 -07:00
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todo(sm<6 | glsl) draw quad
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2024-04-09 20:51:06 -07:00
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probe all rgba (4.0, 0.0, 0.0, 0.0)
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[pixel shader todo]
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uniform uint u;
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float4 main() : sv_target
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{
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return float4(GetRenderTargetSamplePosition(u), GetRenderTargetSamplePosition(u + 1));
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}
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[test]
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uniform 0 uint 0
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2023-06-14 18:53:48 -07:00
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todo(sm<6 | glsl) draw quad
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2024-04-09 20:51:06 -07:00
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probe all rgba (-0.125, -0.375, 0.375, -0.125)
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uniform 0 uint 2
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2023-06-14 18:53:48 -07:00
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todo(sm<6 | glsl) draw quad
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2024-04-09 20:51:06 -07:00
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probe all rgba (-0.375, 0.125, 0.125, 0.375)
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