2023-02-03 00:16:21 -08:00
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[pixel shader]
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uniform float4 i;
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uniform float4 n;
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float4 main() : sv_target
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{
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return reflect(i, n);
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}
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[test]
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uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.4 -0.3 1.0
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2024-03-19 04:36:23 -07:00
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todo(sm>=6 | glsl) draw quad
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2023-02-03 00:16:21 -08:00
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probe all rgba (-0.1, -0.5, 0.5, -0.7) 4
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[pixel shader]
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uniform float4 i;
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uniform float4 n;
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float4 main() : sv_target
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{
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float i1 = i.x;
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return reflect(i1, n);
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}
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[test]
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uniform 0 float4 0.5 0.0 0.0 0.0
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uniform 4 float4 0.6 0.4 -0.3 1.0
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2024-03-19 04:36:23 -07:00
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todo(sm>=6 | glsl) draw quad
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2023-02-03 00:16:21 -08:00
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probe all rgba (-0.52, -0.18, 1.01, -1.2) 4
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[pixel shader]
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uniform float4 i;
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uniform float4 n;
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float4 main() : sv_target
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{
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float n1 = n.x;
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return reflect(i, n1);
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}
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[test]
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uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.0 0.0 0.0
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2024-03-19 04:36:23 -07:00
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todo(sm>=6 | glsl) draw quad
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2023-02-03 00:16:21 -08:00
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probe all rgba (-0.148, -0.748, -0.448, -0.348) 4
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[pixel shader]
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uniform float4 i;
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uniform float4 n;
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float4 main() : sv_target
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{
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float i1 = i.x;
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float n1 = n.x;
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return reflect(i1, n1);
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}
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[test]
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uniform 0 float4 0.5 0.0 0.0 0.0
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uniform 4 float4 0.6 0.0 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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2023-02-03 00:16:21 -08:00
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probe all rgba (0.14, 0.14, 0.14, 0.14) 4
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[pixel shader]
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uniform float4 i;
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uniform float4 n;
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float4 main() : sv_target
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{
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float2 i1 = i.xy;
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return float4(reflect(i1, n), 0.0, 0.0);
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}
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[test]
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uniform 0 float4 0.5 -0.1 0.0 0.0
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uniform 4 float4 0.6 0.4 -0.3 1.0
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2024-03-19 04:36:23 -07:00
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todo(sm<4 | sm>=6 | glsl) draw quad
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2023-02-03 00:16:21 -08:00
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probe all rgba (0.188, -0.308, 0.0, 0.0) 4
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[pixel shader]
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uniform float4 i;
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uniform float4 n;
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float4 main() : sv_target
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{
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float3 i1 = i.xyz;
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float2 n1 = n.xy;
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return float4(reflect(i1, n1), 0.0, 0.0);
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}
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[test]
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uniform 0 float4 0.5 -0.1 0.2 0.0
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uniform 4 float4 0.6 0.4 0.0 0.0
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2024-03-19 04:36:23 -07:00
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todo(sm<4 | sm>=6 | glsl) draw quad
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2023-02-03 00:16:21 -08:00
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probe all rgba (0.188, -0.308, 0.0, 0.0) 4
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