2022-03-07 17:55:44 -08:00
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[require]
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shader model >= 4.0
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2022-03-07 17:55:40 -08:00
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint x = 5;
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uint y = 15;
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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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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2022-03-07 17:55:40 -08:00
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probe all rgba (20.0, 4294967296.0, 75.0, 0.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint x = 5;
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uint y = 15;
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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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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2022-03-07 17:55:40 -08:00
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probe all rgba (5.0, 5.0, 4294967296.0, 3.0)
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2022-04-14 03:52:39 -07:00
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2023-09-14 02:29:24 -07:00
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[pixel shader fail(sm<6)]
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2022-04-14 03:52:39 -07:00
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float4 main() : SV_TARGET
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{
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uint x = 1;
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uint y = 0;
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return x / y;
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}
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2022-04-14 03:52:40 -07:00
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2023-09-14 02:29:24 -07:00
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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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2023-09-14 02:29:24 -07:00
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader fail(sm<6)]
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2022-04-14 03:52:40 -07:00
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float4 main() : SV_TARGET
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{
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uint x = 1;
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uint y = 0;
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return x % y;
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}
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2023-09-14 02:29:24 -07:00
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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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2023-09-14 02:29:24 -07:00
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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