2023-11-15 17:41:33 -03:00
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[pixel shader todo(sm<4)]
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2022-07-01 11:23:34 +02:00
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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int x = a.x;
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int y = a.y;
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return float4(x + y, x - y, x * y, x / y);
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}
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[test]
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uniform 0 float4 5.0 16.0 0.0 0.0
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2024-10-21 22:23:27 +08:00
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todo(sm<4 | glsl | msl) draw quad
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2024-02-10 13:16:22 -06:00
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probe (0, 0) rgba (21.0, -11.0, 80.0, 0.0)
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2022-07-01 11:23:34 +02:00
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2023-11-15 17:41:33 -03:00
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[pixel shader todo(sm<4)]
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2022-07-01 11:23:34 +02:00
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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int x = a.x;
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int y = a.y;
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return float4(x % y, +x, -x, y / x);
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}
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[test]
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uniform 0 float4 5.0 16.0 0.0 0.0
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2024-10-21 22:23:27 +08:00
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todo(sm<4 | glsl | msl) draw quad
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2024-02-10 13:16:22 -06:00
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probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0)
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2022-10-05 13:59:43 +02:00
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2023-11-15 17:41:33 -03:00
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[pixel shader todo(sm<4)]
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2022-10-14 15:10:13 +02:00
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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int x = a.x;
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int y = a.y;
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return float4(x / y, -x / y, x / -y, -x / -y);
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}
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[test]
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uniform 0 float4 42.0 5.0 0.0 0.0
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2024-10-21 22:23:27 +08:00
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todo(sm<4 | glsl | msl) draw quad
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2024-02-10 13:16:22 -06:00
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probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0)
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2022-10-14 15:10:13 +02:00
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2023-11-15 17:41:33 -03:00
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[pixel shader todo(sm<4)]
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2022-10-14 15:10:13 +02:00
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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int x = a.x;
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int y = a.y;
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return float4(x % y, -x % y, x % -y, -x % -y);
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}
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[test]
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uniform 0 float4 42.0 5.0 0.0 0.0
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2024-10-21 22:23:27 +08:00
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todo(sm<4 | glsl | msl) draw quad
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2024-02-10 13:16:22 -06:00
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probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0)
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2022-10-14 15:10:13 +02:00
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2023-11-15 17:41:33 -03:00
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[pixel shader todo(sm<4)]
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2022-10-14 15:10:13 +02:00
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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int x = a.x;
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int y = a.y;
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return float4(x / y, -x / y, x / -y, -x / -y);
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}
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[test]
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uniform 0 float4 45.0 5.0 0.0 0.0
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2024-10-21 22:23:27 +08:00
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todo(sm<4 | glsl | msl) draw quad
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2024-02-10 13:16:22 -06:00
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probe (0, 0) rgba (9.0, -9.0, -9.0, 9.0)
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2022-10-14 15:10:13 +02:00
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2023-11-15 17:41:33 -03:00
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[pixel shader todo(sm<4)]
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2022-10-14 15:10:13 +02:00
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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int x = a.x;
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int y = a.y;
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return float4(x % y, -x % y, x % -y, -x % -y);
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}
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[test]
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uniform 0 float4 45.0 5.0 0.0 0.0
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2024-10-21 22:23:27 +08:00
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todo(sm<4 | glsl | msl) draw quad
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2024-02-10 13:16:22 -06:00
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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2022-10-14 15:10:13 +02:00
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2024-02-21 16:17:45 -03:00
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[pixel shader]
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2022-10-05 13:59:43 +02:00
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uniform float4 a;
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float4 main() : SV_TARGET
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{
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return abs(int4(a));
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}
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[test]
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uniform 0 float4 5.0 -7.0 0.0 -10.0
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2024-10-21 22:23:27 +08:00
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todo(msl) draw quad
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2024-02-10 13:16:22 -06:00
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probe (0, 0) rgba (5.0, 7.0, 0.0, 10.0)
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2023-09-09 20:08:52 +02:00
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2023-11-15 17:41:33 -03:00
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[pixel shader todo(sm<4)]
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2023-09-09 20:08:52 +02:00
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uniform float4 a;
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uniform float4 b;
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float4 main() : sv_target
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{
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int2 x = a.xz;
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int2 y = a.yw;
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int2 z = b.xy;
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int2 w = b.zw;
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return float4(x / y, z % w);
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}
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[test]
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uniform 0 float4 45.0 5.0 50.0 10.0
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uniform 4 float4 3.0 8.0 2.0 5.0
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2024-10-21 22:23:27 +08:00
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todo(sm<4 | glsl | msl) draw quad
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2024-02-10 13:16:22 -06:00
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probe (0, 0) rgba (9.0, 5.0, 1.0, 3.0)
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2023-11-23 00:11:41 +10:00
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2025-02-28 13:25:21 -03:00
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[pixel shader todo(sm<4)]
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float f;
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float4 main() : sv_target
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{
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int a = 16777217; // This rounds down to 16777216 when converted to float.
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int b = f;
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return float4(a % b, a % (-b), (-a) % b, (-a) % (-b));
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}
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[test]
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uniform 0 float 10.0
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todo(sm<4 | glsl | msl) draw quad
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if(sm<4) probe (0, 0) rgba(6, 6, -6, -6)
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if(sm>=4) probe (0, 0) rgba(7, 7, -7, -7)
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2025-02-28 16:26:30 -03:00
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[pixel shader todo(sm<4)]
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float f;
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float4 main() : sv_target
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{
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int a = 16782201; // This rounds down to 16782200 when converted to float.
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int b = f;
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return float4(a / b, a / (-b), (-a) / b, (-a) / (-b));
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}
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[test]
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uniform 0 float 999.0
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todo(sm<4 | glsl | msl) draw quad
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if(sm<4) probe (0, 0) rgba(16798, -16798, -16798, 16798)
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if(sm>=4) probe (0, 0) rgba(16799, -16799, -16799, 16799)
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[pixel shader todo(sm<4)]
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float f;
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float4 main() : sv_target
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{
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int a = 16782200;
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int b = f;
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return float4(a / b, a / (-b), (-a) / b, (-a) / (-b));
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}
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[test]
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uniform 0 float 999.0
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todo(sm<4 | glsl | msl) draw quad
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probe (0, 0) rgba(16798, -16798, -16798, 16798)
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2023-11-23 00:11:41 +10:00
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[require]
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shader model >= 6.0
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int64
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[pixel shader]
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uniform int64_t2 a;
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float4 main() : SV_TARGET
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{
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int64_t x = a.x;
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int64_t y = a.y;
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return float4(x + y, x - y, x * (y >> 4), x / y);
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}
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[test]
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uniform 0 int64_t2 5000000000 16000000000
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2023-11-22 00:27:30 +10:00
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draw quad
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2024-02-10 13:16:22 -06:00
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probe (0, 0) rgba (21.0e9, -11.0e9, 5.0e18, 0.0) 1
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2023-11-23 00:11:41 +10:00
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[pixel shader]
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uniform int64_t2 a;
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float4 main() : SV_TARGET
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{
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int64_t x = a.x;
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int64_t y = a.y;
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return float4(x % y, +x, -x, y / x);
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}
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[test]
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uniform 0 int64_t2 5000000000 16000000000
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2023-11-22 00:27:30 +10:00
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draw quad
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2024-02-10 13:16:22 -06:00
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probe (0, 0) rgba (5.0e9, 5.0e9, -5.0e9, 3.0)
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2023-11-23 00:11:41 +10:00
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[pixel shader]
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uniform int64_t2 a;
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float4 main() : SV_TARGET
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{
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int64_t x = a.x;
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int64_t y = a.y;
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return float4(x / y, -x / y, x / -y, -x / -y);
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}
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[test]
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uniform 0 int64_t2 42000000000 5000000000
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2023-11-22 00:27:30 +10:00
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draw quad
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2024-02-10 13:16:22 -06:00
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probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0)
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2023-11-23 00:11:41 +10:00
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[pixel shader]
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uniform int64_t2 a;
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float4 main() : SV_TARGET
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{
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int64_t x = a.x;
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int64_t y = a.y;
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return float4(x % y, -x % y, x % -y, -x % -y);
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}
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[test]
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uniform 0 int64_t2 42000000000 5000000000
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2023-11-22 00:27:30 +10:00
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draw quad
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2024-02-10 13:16:22 -06:00
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probe (0, 0) rgba (2.0e9, -2.0e9, 2.0e9, -2.0e9)
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2023-11-23 00:11:41 +10:00
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[pixel shader]
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uniform int64_t2 a;
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float4 main() : SV_TARGET
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{
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return float4(abs(a), 0, 0);
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}
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[test]
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uniform 0 int64_t2 5000000000 -7000000000
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2024-01-18 16:29:48 +10:00
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draw quad
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2024-02-10 13:16:22 -06:00
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probe (0, 0) rgba (5.0e9, 7.0e9, 0.0, 0.0)
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2025-02-04 15:39:39 +10:00
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[require]
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shader model >= 6.2
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native-16-bit
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[pixel shader]
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uniform int16_t4 u;
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int4 main() : sv_target
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{
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int16_t i = 1, j = 0x7fff;
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return int4(u.x + i, u.y + j, u.z + i, u.w + j);
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}
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[test]
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uniform 0 uint 0
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uniform 1 uint 0x0001fffd
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draw quad
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probe (0, 0) rgbai(1, 0x7fff, -2, -32768)
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[pixel shader]
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uniform int16_t4 u;
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int4 main() : sv_target
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{
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int16_t i = -3, j = 5;
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return int4(u.x * i, u.y * j, u.z * i, u.w * j);
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}
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[test]
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uniform 0 uint 0xfff70007
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uniform 1 uint4 0x9fff9
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draw quad
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probe (0, 0) rgbai(-21, -45, 21, 45)
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[pixel shader]
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uniform int16_t4 u;
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int4 main() : sv_target
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{
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int16_t i = 32767, j = -5;
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return int4(u.x / i, u.y / j, u.z / i, u.w / j);
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}
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[test]
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uniform 0 uint 0x000b7ffe
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uniform 1 uint 0x80007fff
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draw quad
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probe (0, 0) rgbai(0, -2, 1, 6553)
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