2023-11-09 17:41:10 -08:00
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% The ternary operator works differently in sm6.
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% It now shortcuts, and is no longer per-component.
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[require]
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shader model >= 6.0
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[pixel shader]
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uniform float4 x;
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float4 main() : sv_target
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{
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return x.x ? x : x - 1;
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}
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[test]
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uniform 0 float4 2.0 3.0 4.0 5.0
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2024-01-16 14:56:43 -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 (2.0, 3.0, 4.0, 5.0)
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2023-11-09 17:41:10 -08:00
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uniform 0 float4 0.0 10.0 11.0 12.0
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2024-01-16 14:56:43 -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 (-1.0, 9.0, 10.0, 11.0)
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2023-11-09 17:41:10 -08:00
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[pixel shader]
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float4 f;
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float4 main() : sv_target
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{
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float f1 = 0.1, f2 = 0.2, f3;
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f3 = f.x ? (f1 = 0.5) + 0.2 : (f2 = 0.6);
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return float4(f1, f2, f3, 0.0);
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}
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[test]
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uniform 0 float4 1.0 0.0 0.0 0.0
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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 (0.5, 0.2, 0.7, 0.0)
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2023-11-09 17:41:10 -08:00
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[pixel shader fail]
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float4 x, y, z;
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float4 main() : sv_target
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{
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return x ? y : z;
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}
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