vkd3d/tests/hlsl/lit.shader_test

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[pixel shader todo(sm<4)]
uniform float4 u;
float4 main() : sv_target
{
return lit(u.x, u.y, u.z);
}
[test]
uniform 0 float4 -0.1 10.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 0.0, 0.0, 1.0)
[test]
uniform 0 float4 1.2 -0.1 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 1.2, 0.0, 1.0)
[test]
uniform 0 float4 1.2 2.0 3.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 1.2, 8.0, 1.0)
[pixel shader todo(sm<4)]
uniform float4 u;
float4 main() : sv_target
{
return lit(u.x, u.y, u.z) + lit(u.x, u.y, u.z);
}
[test]
uniform 0 float4 1.2 2.0 3.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (2.0, 2.4, 16.0, 2.0)
[pixel shader fail]
uniform float4 u;
float4 main() : sv_target
{
return lit(u.xy, u.y, u.z);
}
[pixel shader fail]
uniform float4 u;
float4 main() : sv_target
{
return lit(u.x, u.xy, u.z);
}
[pixel shader fail]
uniform float4 u;
float4 main() : sv_target
{
return lit(u.x, u.y, u.yz);
}
[pixel shader fail]
uniform float4x4 m;
uniform float4 u;
float4 main() : sv_target
{
return lit(m, u.y, u.z);
}
[pixel shader fail]
uniform float4x4 m;
uniform float4 u;
float4 main() : sv_target
{
return lit(u.x, m, u.z);
}
[pixel shader fail]
uniform float4x4 m;
uniform float4 u;
float4 main() : sv_target
{
return lit(u.x, u.y, m);
}