2024-02-20 17:06:45 -08:00
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[pixel shader]
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2023-09-14 02:29:24 -07:00
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uniform int i;
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uniform uint u;
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uniform bool b;
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uniform float f;
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2021-09-09 19:11:33 -07:00
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2023-09-14 02:29:24 -07:00
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float4 main() : sv_target
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2021-09-09 19:11:33 -07:00
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{
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return float4(((half)i) + 1.5, ((half)u) - 2.5, ((half)b) / 2, f);
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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 float -1
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if(sm<4) uniform 4 float 3
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if(sm<4) uniform 8 float 1
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if(sm<4) uniform 12 float 0.5
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if(sm>=4) uniform 0 int -1
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if(sm>=4) uniform 1 uint 3
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if(sm>=4) uniform 2 int -2
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if(sm>=4) uniform 3 float 0.5
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
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2021-09-09 19:11:33 -07:00
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2024-01-31 12:10:29 -08:00
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[pixel shader]
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2021-09-09 19:11:33 -07:00
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float4 main() : sv_target
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{
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int i = -1;
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uint u = 3;
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bool b = true;
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float f = 0.5;
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return float4(((half)i) + 1.5, ((half)u) - 2.5, ((half)b) / 2, f);
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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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2024-02-10 11:16:22 -08:00
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probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
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