2023-10-17 15:08:02 -07:00
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[pixel shader]
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float4 main() : sv_target
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{
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return floor(float4(-0.5, 6.5, 7.5, 3.4));
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}
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[test]
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2023-10-17 15:08:02 -07:00
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probe all rgba (-1.0, 6.0, 7.0, 3.0) 4
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2022-02-02 04:46:15 -08:00
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[pixel shader]
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2023-09-14 02:29:24 -07:00
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uniform float4 u;
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float4 main() : sv_target
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2022-02-02 04:46:15 -08:00
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{
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return floor(u);
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}
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[test]
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uniform 0 float4 -0.5 6.5 7.5 3.4
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2022-02-02 04:46:15 -08:00
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probe all rgba (-1.0, 6.0, 7.0, 3.0) 4
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2023-10-20 19:23:46 -07:00
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[pixel shader]
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2023-09-14 02:29:24 -07:00
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uniform float4 u;
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float4 main() : sv_target
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2022-02-02 04:46:15 -08:00
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{
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float a = floor(u.r);
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int2 b = floor(u.gb);
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float4 res = float4(b, a, u.a);
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return floor(res);
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}
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[test]
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uniform 0 float4 -0.5 6.5 7.5 3.4
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2022-02-02 04:46:15 -08:00
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probe all rgba (6.0, 7.0, -1.0, 3.0) 4
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2022-03-07 17:55:44 -08:00
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2023-10-20 19:23:46 -07:00
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[pixel shader]
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2023-09-14 02:29:24 -07:00
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uniform int4 u;
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float4 main() : sv_target
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2022-02-02 04:46:15 -08:00
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{
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float a = floor(u.r);
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int2 b = floor(u.gb);
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float4 res = float4(b, a, u.a);
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return floor(res);
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}
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[test]
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2024-01-31 12:10:29 -08:00
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if(sm<4) uniform 0 float4 -1 6 7 3
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if(sm>=4) uniform 0 int4 -1 6 7 3
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2022-02-02 04:46:15 -08:00
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probe all rgba (6.0, 7.0, -1.0, 3.0) 4
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