vkd3d/tests/hlsl/refract.shader_test

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[pixel shader]
float4 r;
float4 n;
float i;
float4 main() : sv_target
{
return refract(r, n, i);
}
[test]
uniform 0 float4 0.5 -0.1 0.2 0.3
uniform 4 float4 0.6 0.4 -0.3 1.0
uniform 8 float 0.2
todo(glsl) draw quad
probe (0, 0) rgba (-0.550931, -0.453954, 0.3654653, -1.0248856) 32
uniform 8 float 100.0
todo(glsl) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
float4 r;
float4 n;
float i;
float4 main() : sv_target
{
float2 _r = float2(r.x, r.y);
float2 _n = float2(n.x, n.y);
return float4(refract(_r, _n, i), 0, 0);
}
[test]
uniform 0 float4 0.5 -0.1 0.2 0.3
uniform 4 float4 0.6 0.4 -0.3 1.0
uniform 8 float 0.2
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (-0.519904912, -0.4332699, 0.0, 0.0) 32
uniform 8 float 100.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
float4 r;
float4 n;
float i;
float4 main() : sv_target
{
float2 _r = float2(r.x, r.y);
return float4(refract(_r, n, i), 0, 0);
}
[test]
uniform 0 float4 0.5 -0.1 0.2 0.3
uniform 4 float4 0.6 0.4 -0.3 1.0
uniform 8 float 0.2
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (-0.519904912, -0.4332699, 0.0, 0.0) 32
uniform 8 float 100.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
float4 r;
float4 n;
float i;
float4 main() : sv_target
{
float2 _n = float2(n.x, n.y);
return float4(refract(r, _n, i), 0, 0);
}
[test]
uniform 0 float4 0.5 -0.1 0.2 0.3
uniform 4 float4 0.6 0.4 -0.3 1.0
uniform 8 float 0.2
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (-0.519904912, -0.4332699, 0.0, 0.0) 32
uniform 8 float 100.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
float4 r;
float4 n;
float i;
float4 main() : sv_target
{
float1 _r = float1(r.x);
float1 _n = float1(n.x);
return float4(refract(_r, _n, i), 0, 0, 0);
}
[test]
uniform 0 float4 0.5 -0.1 0.2 0.3
uniform 4 float4 0.6 0.4 -0.3 1.0
uniform 8 float 0.2
todo(glsl) draw quad
probe (0, 0) rgba (-0.524978, 0.0, 0.0, 0.0) 32
uniform 8 float 100.0
todo(glsl) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
float4 r;
float4 n;
float i;
float4 main() : sv_target
{
return refract(r, n.x, i);
}
[test]
uniform 0 float4 0.5 -0.1 0.2 0.3
uniform 4 float4 0.6 0.4 -0.3 1.0
uniform 8 float 0.2
todo(glsl) draw quad
probe (0, 0) rgba (-0.5562381, -0.6762381, -0.6162381, -0.5962381) 32
uniform 8 float 100.0
todo(glsl) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader fail(sm>=6)]
float4 r;
float4 n;
float4 i;
float4 main() : sv_target
{
return refract(r, n, i);
}
[test]
uniform 0 float4 0.5 -0.1 0.2 0.3
uniform 4 float4 0.6 0.4 -0.3 1.0
uniform 8 float4 0.2 0.3 0.4 0.5
if(sm<6) todo(glsl) draw quad
if(sm<6) probe (0,0) rgba (-0.550931, -0.453954, 0.3654653, -1.0248856) 32
uniform 8 float 100.0
if(sm<6) todo(glsl) draw quad
if(sm<6) probe (0,0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader fail]
float4x1 r;
float4 n;
float i;
float4 main() : sv_target
{
return refract(r, n, i);
}
[pixel shader fail]
float1x4 r;
float4 n;
float i;
float4 main() : sv_target
{
return refract(r, n, i);
}
[pixel shader fail]
float4 r;
float1x4 n;
float i;
float4 main() : sv_target
{
return refract(r, n, i);
}
[pixel shader fail]
float4 r;
float4x1 n;
float i;
float4 main() : sv_target
{
return refract(r, n, i);
}
[pixel shader fail]
float4 r;
float4 n;
float1x4 i;
float4 main() : sv_target
{
return refract(r, n, i);
}
[pixel shader fail]
float4 r;
float4 n;
float4x1 i;
float4 main() : sv_target
{
return refract(r, n, i);
}
[pixel shader todo(sm<6)]
float4 r;
float4 n;
float i;
float detect(float4 x)
{
return 1;
}
float detect(half4 x)
{
return 2;
}
float4 main() : sv_target
{
return float4(detect(refract((half4)r, (half4)n, (half)i)),
detect(refract(r, n, (half)i)),
detect(refract(r, (half4)n, i)),
detect(refract((half4)r, n, i)));
}
[test]
todo(sm<6) draw quad
if(sm<6) probe (0,0) rgba (2.0, 1.0, 1.0, 1.0)
if(sm>=6) probe (0,0) rgba (1.0, 1.0, 1.0, 1.0)