2023-11-15 12:41:33 -08:00
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[pixel shader todo(sm<4)]
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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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2023-04-14 14:00:57 -07:00
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{
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return trunc(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(sm<4 | glsl) draw quad
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2023-04-14 14:00:57 -07:00
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probe all rgba (0.0, 6.0, 7.0, 3.0)
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uniform 0 float4 -1.5 6.5 7.5 3.4
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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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2023-04-14 14:00:57 -07:00
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probe all rgba (-1.0, 6.0, 7.0, 3.0)
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2023-11-15 12:41:33 -08:00
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[pixel shader todo(sm<4)]
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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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2023-04-14 14:00:57 -07:00
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{
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float a = trunc(u.r);
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int2 b = trunc(u.gb);
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float4 res = float4(b, a, u.a);
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return trunc(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(sm<4 | glsl) draw quad
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2023-04-14 14:00:57 -07:00
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probe all rgba (6.0, 7.0, 0.0, 3.0)
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2024-01-31 12:10:29 -08:00
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[pixel shader todo(sm<4)]
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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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2023-04-14 14:00:57 -07:00
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{
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float a = trunc(u.r);
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int2 b = trunc(u.gb);
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float4 res = float4(b, a, u.a);
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return trunc(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(sm<4 | glsl) draw quad
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2023-04-14 14:00:57 -07:00
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probe all rgba (6.0, 7.0, -1.0, 3.0)
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