2023-04-30 17:27:58 -07:00
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[require]
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shader model >= 3.0
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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2024-01-24 11:11:17 -08:00
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[srv 0]
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size (2d, 2, 2)
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2023-04-30 17:27:58 -07:00
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levels 2
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1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0
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1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0
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0.0 0.0 1.0 0.0
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2023-11-15 12:41:33 -08:00
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[pixel shader todo(sm<4)]
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2023-04-30 17:27:58 -07:00
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sampler s;
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Texture2D t;
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uniform float level;
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float4 main() : sv_target
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{
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return t.SampleLevel(s, float2(0.5, 0.5), level);
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}
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[test]
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uniform 0 float4 0.0 0.0 0.0 0.0
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2024-03-19 04:36:23 -07:00
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todo(sm<4 | glsl) draw quad
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2023-04-30 17:27:58 -07:00
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probe all rgba (1.0, 0.0, 1.0, 0.0)
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uniform 0 float4 0.5 0.0 0.0 0.0
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2024-03-19 04:36:23 -07:00
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todo(sm<4 | glsl) draw quad
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2023-04-30 17:27:58 -07:00
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probe all rgba (0.5, 0.0, 1.0, 0.0)
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uniform 0 float4 1.0 0.0 0.0 0.0
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2024-03-19 04:36:23 -07:00
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todo(sm<4 | glsl) draw quad
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2023-04-30 17:27:58 -07:00
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probe all rgba (0.0, 0.0, 1.0, 0.0)
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2023-09-26 02:41:57 -07:00
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[require]
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shader model >= 3.0
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options: backcompat
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2023-11-15 12:41:33 -08:00
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[pixel shader todo(sm<4) fail(sm>=6)]
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2023-09-26 02:41:57 -07:00
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sampler s;
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float level;
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float4 main() : sv_target
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{
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return tex2Dlod(s, float4(0.5, 0.5, 0, level));
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}
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[test]
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uniform 0 float4 0.0 0.0 0.0 0.0
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2024-03-19 04:36:23 -07:00
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todo(sm<4 | glsl) draw quad
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2023-09-26 02:41:57 -07:00
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probe all rgba (1.0, 0.0, 1.0, 0.0)
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uniform 0 float4 0.5 0.0 0.0 0.0
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2024-03-19 04:36:23 -07:00
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todo(sm<4 | glsl) draw quad
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2023-09-26 02:41:57 -07:00
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probe all rgba (0.5, 0.0, 1.0, 0.0)
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uniform 0 float4 1.0 0.0 0.0 0.0
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2024-03-19 04:36:23 -07:00
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todo(sm<4 | glsl) draw quad
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2023-09-26 02:41:57 -07:00
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probe all rgba (0.0, 0.0, 1.0, 0.0)
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