2024-08-19 12:19:36 -05:00
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[pixel shader todo(sm<4)]
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2024-07-29 14:23:53 -05:00
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uint4 u;
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float4 main() : sv_target
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{
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return countbits(u);
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}
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[test]
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uniform 0 uint4 0 0xffffffff 0xcccccccc 0x31415926
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2024-08-19 12:19:36 -05:00
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todo(sm<4 | msl & sm>=6) draw quad
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2024-07-29 14:23:53 -05:00
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if(sm>=4) probe (0, 0) f32(0, 32, 16, 12)
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if(sm<4) probe (0, 0) f32(0, 0, 0, 0)
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2024-08-19 12:19:36 -05:00
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[pixel shader]
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2024-07-29 14:23:53 -05:00
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float4 main(float4 pos : sv_position) : sv_target
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{
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uint4x4 umat =
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{
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1, 2, 3, 4,
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5, 6, 7, 8,
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9, 10, 11, 12,
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13, 14, 15, 16,
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};
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uint4x4 bitscounted = countbits(umat);
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return bitscounted[int(pos.x)];
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}
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[test]
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2024-08-19 12:19:36 -05:00
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todo(msl & sm>=6) draw quad
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2024-07-29 14:23:53 -05:00
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if(sm>=4) probe(0, 0) f32(1, 1, 2, 1)
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if(sm>=4) probe(1, 0) f32(2, 2, 3, 1)
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if(sm>=4) probe(2, 0) f32(2, 2, 3, 2)
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if(sm>=4) probe(3, 0) f32(3, 3, 4, 1)
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2024-08-19 12:19:36 -05:00
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if(sm<4) todo probe(0, 0) f32(0, 0, 0, 0)
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if(sm<4) todo probe(1, 0) f32(0, 0, 0, 0)
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if(sm<4) todo probe(2, 0) f32(0, 0, 0, 0)
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if(sm<4) todo probe(3, 0) f32(0, 0, 0, 0)
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2024-07-29 14:23:53 -05:00
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2022-03-07 19:55:44 -06:00
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[require]
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shader model >= 4.0
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2022-03-07 19:55:40 -06:00
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 5;
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int y = 15;
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return float4(x >> y, y >> x, x << y, y << x);
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}
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[test]
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2024-11-22 15:45:54 +08:00
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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 (0.0, 0.0, 163840.0, 480.0)
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2022-03-07 19:55:40 -06:00
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2023-09-13 07:29:10 +02:00
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[pixel shader]
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float4 main() : sv_target
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{
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int x = 1;
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int y = -1;
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int z = 34;
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uint x2 = 1;
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return float4(x << y, x << z, x2 << y, x2 << z);
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}
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[test]
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2024-11-22 15:45:54 +08:00
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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 (-2147483648.0, 4.0, 2147483650.0, 4.0)
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2023-09-13 07:29:10 +02:00
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2023-09-23 18:31:55 +02:00
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[pixel shader]
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float4 main() : sv_target
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{
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int x = 2147483647;
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int y = -1;
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int z = 34;
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uint x2 = 4294967295;
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return float4(x >> y, x >> z, x2 >> y, x2 >> z);
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}
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[test]
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2024-11-22 15:45:54 +08:00
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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 (0.0, 536870912.0, 1.0, 1073741824.0)
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2023-09-23 18:31:55 +02:00
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2022-03-07 19:55:40 -06:00
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 5;
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int y = 15;
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return float4(x & y, x | y, x ^ y, ~x);
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}
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[test]
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2024-11-22 15:45:54 +08:00
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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 (5.0, 15.0, 10.0, -6.0)
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2022-03-07 19:55:40 -06:00
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int zero = 0;
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int one = 1;
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return float4(zero & zero, zero & one, one & zero, one & one);
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}
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[test]
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2024-11-22 15:45:54 +08:00
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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 (0.0, 0.0, 0.0, 1.0)
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2022-03-07 19:55:40 -06:00
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int zero = 0;
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int one = 1;
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return float4(zero | zero, zero | one, one | zero, one | one);
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}
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[test]
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2024-11-22 15:45:54 +08:00
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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 (0.0, 1.0, 1.0, 1.0)
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2022-03-07 19:55:40 -06:00
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int zero = 0;
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int one = 1;
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return float4(zero ^ zero, zero ^ one, one ^ zero, one ^ one);
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}
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[test]
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2024-11-22 15:45:54 +08:00
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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 (0.0, 1.0, 1.0, 0.0)
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2022-03-07 19:55:40 -06:00
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2024-05-20 14:18:04 -03:00
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[pixel shader]
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2024-05-20 13:45:41 -03:00
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float4 main() : SV_TARGET
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{
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int a = 0;
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int b = 0;
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int c = 1;
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int d = 1;
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a ^= 0;
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b ^= 1;
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c ^= 0;
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d ^= 1;
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return float4(a, b, c, d);
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}
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[test]
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2024-11-22 15:45:54 +08:00
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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 (0.0, 1.0, 1.0, 0.0)
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2024-05-20 13:45:41 -03:00
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2022-03-07 19:55:40 -06:00
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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, y >> x, x << y, y << x);
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}
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[test]
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2024-11-22 15:45:54 +08:00
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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 (0.0, 0.0, 163840.0, 480.0)
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2022-03-07 19:55:40 -06:00
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2024-12-18 17:25:31 -03:00
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int i = 7;
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return float4(i << 32, i << 30, i << 28, i << 26);
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}
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[test]
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draw quad
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probe (0, 0) rgba(7, -1073741824, 1879048192, 469762048)
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2024-08-14 13:53:25 -05:00
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[pixel shader fail]
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% Make sure that bitshifts DON'T work with floats
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float4 main() : SV_TARGET
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{
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uint u = 5;
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float f = 15.0;
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return float4(u >> f, 0, 0, 0);
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}
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[pixel shader fail]
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float4 main() : SV_TARGET
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{
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uint u = 5;
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float f = 15.0;
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return float4(f >> u, 0, 0, 0);
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}
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2022-03-07 19:55:40 -06:00
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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);
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}
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[test]
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2024-11-22 15:45:54 +08:00
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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 (5.0, 15.0, 10.0, 4294967296.0)
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2022-03-07 19:55:40 -06:00
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint zero = 0;
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uint one = 1;
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return float4(zero & zero, zero & one, one & zero, one & one);
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}
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[test]
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2024-11-22 15:45:54 +08:00
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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 (0.0, 0.0, 0.0, 1.0)
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2022-03-07 19:55:40 -06:00
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint zero = 0;
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uint one = 1;
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return float4(zero | zero, zero | one, one | zero, one | one);
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}
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[test]
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2024-11-22 15:45:54 +08:00
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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 (0.0, 1.0, 1.0, 1.0)
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2022-03-07 19:55:40 -06:00
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint zero = 0;
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uint one = 1;
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return float4(zero ^ zero, zero ^ one, one ^ zero, one ^ one);
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}
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[test]
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2024-11-22 15:45:54 +08:00
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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 (0.0, 1.0, 1.0, 0.0)
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2023-11-22 17:08:04 +10:00
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2024-10-19 21:25:14 +02:00
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[rtv 0]
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format r32g32b32a32-uint
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size (2d, 640, 480)
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2024-08-13 11:34:23 -05:00
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[pixel shader]
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2024-07-29 14:23:53 -05:00
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uint4 u;
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2024-03-13 14:38:02 +10:00
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uint4 main() : sv_target
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{
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2024-07-29 14:23:53 -05:00
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return firstbitlow(u);
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2024-03-13 14:38:02 +10:00
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}
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[test]
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2024-07-29 14:23:53 -05:00
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uniform 0 uint4 0 0xffffffff 0x00001000 0x00760400
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2024-08-13 11:34:23 -05:00
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todo(msl & sm>=6) draw quad
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2024-07-29 14:23:53 -05:00
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probe (0, 0) u32(0xffffffff, 0, 12, 10)
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2024-08-13 11:34:23 -05:00
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[pixel shader]
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2024-07-29 14:23:53 -05:00
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uint4 main(float4 pos : sv_position) : sv_target
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{
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uint4x4 umat =
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{
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1, 2, 3, 4,
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5, 6, 7, 8,
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9, 10, 11, 12,
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13, 14, 15, 16,
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};
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uint4x4 lobits = firstbitlow(umat);
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return lobits[int(pos.x)];
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}
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[test]
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2024-08-13 11:34:23 -05:00
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todo(msl & sm>=6) draw quad
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2024-07-29 14:23:53 -05:00
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probe(0, 0) u32(0, 1, 0, 2)
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probe(1, 0) u32(0, 1, 0, 3)
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probe(2, 0) u32(0, 1, 0, 2)
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probe(3, 0) u32(0, 1, 0, 4)
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2024-07-29 13:12:09 -05:00
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[pixel shader]
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2024-07-29 14:23:53 -05:00
|
|
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uint4 u;
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uint4 main() : sv_target
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{
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return firstbithigh(u);
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}
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[test]
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uniform 0 uint4 0 0xffffffff 0x00001000 0x00760400
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2024-07-29 13:12:09 -05:00
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todo(msl & sm>=6) draw quad
|
2024-07-29 14:23:53 -05:00
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probe (0, 0) u32(0xffffffff, 31, 12, 22)
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2024-07-29 13:12:09 -05:00
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[pixel shader]
|
2024-07-29 14:23:53 -05:00
|
|
|
int4 i;
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uint4 main() : sv_target
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{
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|
|
return firstbithigh(i);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[test]
|
|
|
|
|
uniform 0 uint4 0 0xffffffff 0x00001db4 0xff900000
|
2024-07-29 13:12:09 -05:00
|
|
|
todo(msl & sm>=6) draw quad
|
2024-07-29 14:23:53 -05:00
|
|
|
probe (0, 0) i32(-1, -1, 12, 22)
|
|
|
|
|
uniform 0 int4 -500 -400 -300 -7604
|
2024-07-29 13:12:09 -05:00
|
|
|
todo(msl & sm>=6) draw quad
|
2024-07-29 14:23:53 -05:00
|
|
|
probe (0, 0) i32(8, 8, 8, 12)
|
|
|
|
|
|
2024-07-29 13:12:09 -05:00
|
|
|
[pixel shader]
|
2024-07-29 14:23:53 -05:00
|
|
|
uint4 main(float4 pos : sv_position) : sv_target
|
|
|
|
|
{
|
|
|
|
|
uint4x4 umat =
|
|
|
|
|
{
|
|
|
|
|
1, 2, 3, 4,
|
|
|
|
|
5, 6, 7, 8,
|
|
|
|
|
9, 10, 11, 12,
|
|
|
|
|
13, 14, 15, 16,
|
|
|
|
|
};
|
|
|
|
|
uint4x4 hibits = firstbithigh(umat);
|
|
|
|
|
return hibits[int(pos.x)];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[test]
|
2024-07-29 13:12:09 -05:00
|
|
|
todo(msl & sm>=6) draw quad
|
2024-07-29 14:23:53 -05:00
|
|
|
probe(0, 0) u32(0, 1, 1, 2)
|
|
|
|
|
probe(1, 0) u32(2, 2, 2, 3)
|
|
|
|
|
probe(2, 0) u32(3, 3, 3, 3)
|
|
|
|
|
probe(3, 0) u32(3, 3, 3, 4)
|
2023-11-22 17:08:04 +10:00
|
|
|
|
2024-10-19 21:25:14 +02:00
|
|
|
[rtv 0]
|
|
|
|
|
format r32g32b32a32-float
|
|
|
|
|
size (2d, 640, 480)
|
|
|
|
|
|
2023-11-22 17:08:04 +10:00
|
|
|
[require]
|
|
|
|
|
shader model >= 6.0
|
|
|
|
|
int64
|
|
|
|
|
|
|
|
|
|
[pixel shader]
|
|
|
|
|
int64_t2 a;
|
|
|
|
|
int2 s;
|
|
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
|
{
|
|
|
|
|
int64_t x = a.x;
|
|
|
|
|
int64_t y = a.y;
|
|
|
|
|
int z = s.x;
|
|
|
|
|
int w = s.y;
|
|
|
|
|
|
|
|
|
|
return float4(x >> y, x >> -y, x >> z, x >> w);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[test]
|
|
|
|
|
uniform 0 int64_t2 9223372036854775807 -1
|
|
|
|
|
uniform 4 int4 34 66 0 0
|
2023-11-22 00:38:19 +10:00
|
|
|
draw quad
|
2024-02-10 13:16:22 -06:00
|
|
|
probe (0, 0) rgba (0.0, 4.611686018e18, 536870912.0, 2.305843009e18) 1
|
2023-11-22 17:08:04 +10:00
|
|
|
uniform 0 int64_t2 -1 -1
|
|
|
|
|
uniform 4 int4 34 66 0 0
|
2023-11-22 00:38:19 +10:00
|
|
|
draw quad
|
2024-02-10 13:16:22 -06:00
|
|
|
probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0) 1
|
2023-11-22 17:08:04 +10:00
|
|
|
|
|
|
|
|
[pixel shader]
|
|
|
|
|
uint64_t2 a;
|
|
|
|
|
uint2 s;
|
|
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
|
{
|
|
|
|
|
uint64_t x = a.x;
|
|
|
|
|
uint64_t y = a.y;
|
|
|
|
|
uint z = s.x;
|
|
|
|
|
uint w = s.y;
|
|
|
|
|
|
|
|
|
|
return float4(x >> y, x >> -y, x >> z, x >> w);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[test]
|
|
|
|
|
uniform 0 uint64_t2 0xffffffffffffffff 1
|
|
|
|
|
uniform 4 uint4 34 66 0 0
|
2023-11-22 00:38:19 +10:00
|
|
|
draw quad
|
2024-02-10 13:16:22 -06:00
|
|
|
probe (0, 0) rgba (9.223372036e18, 1.0, 1073741823.0, 4.611686018e18) 1
|
2023-11-22 17:08:04 +10:00
|
|
|
|
|
|
|
|
[pixel shader]
|
|
|
|
|
uint64_t2 a;
|
|
|
|
|
uint2 s;
|
|
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
|
{
|
|
|
|
|
uint64_t x = a.x;
|
|
|
|
|
uint64_t y = a.y;
|
|
|
|
|
uint z = s.x;
|
|
|
|
|
uint w = s.y;
|
|
|
|
|
|
|
|
|
|
return float4(x << y, x << -y, x << z, x << w);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[test]
|
|
|
|
|
uniform 0 uint64_t2 0x83 1
|
|
|
|
|
uniform 4 uint4 34 66 0 0
|
2023-11-22 00:38:19 +10:00
|
|
|
draw quad
|
2024-02-10 13:16:22 -06:00
|
|
|
probe (0, 0) rgba (262.0, 9.223372036e18, 2250562863104.0, 524.0) 1
|
2023-11-22 17:08:04 +10:00
|
|
|
|
|
|
|
|
[pixel shader]
|
|
|
|
|
uint64_t2 a;
|
|
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
|
{
|
|
|
|
|
uint64_t x = a.x;
|
|
|
|
|
uint64_t y = a.y;
|
|
|
|
|
|
|
|
|
|
return float4(x ^ y, x & y, x | y, ~x);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[test]
|
|
|
|
|
uniform 0 uint64_t2 0x300000000 0x500000000
|
2023-12-06 00:24:15 +10:00
|
|
|
draw quad
|
2024-02-10 13:16:22 -06:00
|
|
|
probe (0, 0) rgba (25769803776.0, 4294967296.0, 30064771072.0, 1.844674404e19) 1
|
2024-03-13 14:38:02 +10:00
|
|
|
|
|
|
|
|
[pixel shader]
|
|
|
|
|
uint64_t u;
|
|
|
|
|
int64_t i;
|
|
|
|
|
|
|
|
|
|
uint4 main() : sv_target
|
|
|
|
|
{
|
2025-09-20 22:32:58 +02:00
|
|
|
return uint4(firstbitlow(u), firstbithigh(u), firstbitlow(i), firstbithigh(i));
|
2024-03-13 14:38:02 +10:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[test]
|
|
|
|
|
uniform 0 uint64_t2 0 0
|
|
|
|
|
todo draw quad
|
2025-09-20 22:32:58 +02:00
|
|
|
probe (0, 0) u32(0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff)
|
2024-03-13 14:38:02 +10:00
|
|
|
uniform 0 int64_t2 -1 -1
|
|
|
|
|
todo draw quad
|
2025-09-20 22:32:58 +02:00
|
|
|
probe (0, 0) u32(0, 63, 0, 0xffffffff)
|
2024-03-13 14:38:02 +10:00
|
|
|
uniform 0 uint64_t2 0xcccccccccccccccc 0xcccccccccccccccc
|
|
|
|
|
todo draw quad
|
2025-09-20 22:32:58 +02:00
|
|
|
probe (0, 0) u32(2, 63, 2, 61)
|