vkd3d/tests/hlsl-vector-indexing-uniform.shader_test

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# Use a uniform to prevent the compiler from optimizing.
[pixel shader]
uniform int i;
float4 main() : SV_TARGET
{
float4 color = float4(0.5, 0.4, 0.3, 0.2);
color.g = color[i];
color.b = 0.8;
return color;
}
[test]
uniform 0 uint 2
draw quad
probe all rgba (0.5, 0.3, 0.8, 0.2)