2023-03-09 16:08:16 -08:00
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[pixel shader]
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float4 a, b;
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float4 main() : sv_target
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{
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return (a + b)[1];
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 4 float4 5.0 6.0 7.0 8.0
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (8.0, 8.0, 8.0, 8.0)
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2023-03-09 16:08:16 -08:00
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2023-11-01 13:07:46 -07:00
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[pixel shader]
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2023-03-09 16:08:16 -08:00
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float4 a, b;
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float i;
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float4 main() : sv_target
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{
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return (a + b)[i];
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 4 float4 5.0 6.0 7.0 8.0
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uniform 8 float 2
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (10.0, 10.0, 10.0, 10.0)
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2023-03-09 16:08:16 -08:00
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[pixel shader]
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float4 a;
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float4 main() : sv_target
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{
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return a.wyxz[3];
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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2024-02-24 15:35:48 -08:00
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draw quad
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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (3.0, 3.0, 3.0, 3.0)
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2023-03-09 16:08:16 -08:00
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2023-11-01 13:07:46 -07:00
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[pixel shader]
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2023-03-09 16:08:16 -08:00
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float4 a;
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float i;
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float4 main() : sv_target
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{
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return a.wyxz[i];
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 4 float 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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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (4.0, 4.0, 4.0, 4.0)
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2023-03-09 16:08:16 -08:00
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uniform 4 float 2
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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2023-03-09 16:08:16 -08:00
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[pixel shader]
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float4 a;
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float4 foo()
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{
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return a;
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}
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float4 main() : sv_target
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{
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return foo()[3];
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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2024-02-24 15:35:48 -08:00
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draw quad
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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (4.0, 4.0, 4.0, 4.0)
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2023-03-09 16:08:16 -08:00
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2023-11-01 13:07:46 -07:00
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[pixel shader]
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2023-03-09 16:08:16 -08:00
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float4 a;
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float i;
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float4 foo()
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{
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return a;
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}
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float4 main() : sv_target
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{
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return foo()[i];
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 4 float 1
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (2.0, 2.0, 2.0, 2.0)
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