2022-10-04 14:31:42 -07:00
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[pixel shader]
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uniform float4 x;
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float4 main() : SV_TARGET
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{
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return length(x);
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}
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[test]
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uniform 0 float4 2.0 3.0 4.0 5.0
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2022-10-04 14:31:42 -07:00
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probe all rgba (7.34846926, 7.34846926, 7.34846926, 7.34846926) 1
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[pixel shader]
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uniform float3 x;
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float4 main() : SV_TARGET
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{
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return length(x);
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}
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[test]
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uniform 0 float4 2.0 3.0 4.0 0.0
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2022-10-04 14:31:42 -07:00
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probe all rgba (5.38516474, 5.38516474, 5.38516474, 5.38516474) 1
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[pixel shader]
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uniform float2 x;
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float4 main() : SV_TARGET
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{
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return length(x);
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}
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[test]
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uniform 0 float4 2.0 3.0 0.0 0.0
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2024-03-19 04:36:23 -07:00
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todo(sm<4 | glsl) draw quad
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2022-10-04 14:31:42 -07:00
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probe all rgba (3.60555124, 3.60555124, 3.60555124, 3.60555124) 1
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[pixel shader]
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uniform float1 x;
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float4 main() : SV_TARGET
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{
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return length(x);
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}
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[test]
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uniform 0 float4 2.0 0.0 0.0 0.0
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2022-10-04 14:31:42 -07:00
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probe all rgba (2.0, 2.0, 2.0, 2.0)
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[pixel shader]
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uniform float x;
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float4 main() : SV_TARGET
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{
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return length(x);
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}
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[test]
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uniform 0 float4 2.0 0.0 0.0 0.0
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2022-10-04 14:31:42 -07:00
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probe all rgba (2.0, 2.0, 2.0, 2.0)
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[pixel shader fail]
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uniform float1x3 x;
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float4 main() : SV_TARGET
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{
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return length(x);
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}
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[pixel shader fail]
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uniform float4x1 x;
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float4 main() : SV_TARGET
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{
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return length(x);
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}
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