vkd3d/tests/ddxddy.shader_test

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[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
return float4(ddx(pos.x), ddy(pos.y), 0, 0);
}
[test]
draw quad
probe all rgba (1.0, 1.0, 0.0, 0.0)
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
pos /= 10.0;
float nonlinear = pos.x * pos.y - pos.x * (pos.x + 0.5);
return float4(nonlinear, ddx(nonlinear), ddy(nonlinear), 0.0);
}
[test]
draw quad
probe (10, 10) rgba (-0.524999976, -0.164999843, 0.104999900, 0.0) 8
probe (11, 10) rgba (-0.689999819, -0.164999843, 0.104999900, 0.0) 8
probe (10, 11) rgba (-0.420000076, -0.164999843, 0.104999900, 0.0) 8
probe (11, 11) rgba (-0.574999928, -0.164999843, 0.104999900, 0.0) 8
probe (12, 10) rgba (-0.874999881, -0.205000162, 0.124999881, 0.0) 8
probe (150, 150) rgba (-7.52500916, -1.56500244, 1.50500488, 0.0) 40