2023-09-06 07:18:18 -07:00
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[pixel shader]
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float s;
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float4 main() : sv_target
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{
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return determinant(s);
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}
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[test]
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uniform 0 float4 9.0 2.0 3.0 4.0
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2023-09-06 07:18:18 -07:00
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probe all rgba (9.0, 9.0, 9.0, 9.0)
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[pixel shader]
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float1x1 m;
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float4 main() : sv_target
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{
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return determinant(m);
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2023-09-06 07:18:18 -07:00
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float2x2 m;
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float4 main() : sv_target
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{
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return determinant(m);
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 4 float4 5.0 6.0 7.0 8.0
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2023-09-06 07:18:18 -07:00
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probe all rgba (-4.0, -4.0, -4.0, -4.0)
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[pixel shader]
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float2x1 m;
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float4 main() : sv_target
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{
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return determinant(m);
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 4 float4 5.0 6.0 7.0 8.0
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2023-09-06 07:18:18 -07:00
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float3x3 m;
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float4 main() : sv_target
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{
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return determinant(m);
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 4 float4 5.0 -6.0 7.0 8.0
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uniform 8 float4 9.0 10.0 11.0 12.0
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2023-09-06 07:18:18 -07:00
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probe all rgba (192.0, 192.0, 192.0, 192.0)
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[pixel shader]
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float4x4 m;
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float4 main() : sv_target
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{
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return determinant(m);
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}
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[test]
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uniform 0 float4 1.0 -2.0 3.0 4.0
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uniform 4 float4 5.0 6.0 -7.0 8.0
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uniform 8 float4 9.0 10.0 11.0 12.0
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uniform 12 float4 13.0 14.0 15.0 16.0
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2023-09-06 07:18:18 -07:00
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probe all rgba (-672.0, -672.0, -672.0, -672.0)
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[pixel shader]
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float3x4 m;
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float4 main() : sv_target
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{
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return determinant(m);
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 0.0
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uniform 4 float4 5.0 -6.0 7.0 0.0
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uniform 8 float4 9.0 10.0 11.0 0.0
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uniform 12 float4 0.0 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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2023-09-06 07:18:18 -07:00
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probe all rgba (192.0, 192.0, 192.0, 192.0)
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[pixel shader fail]
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float1 v;
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float4 main() : sv_target
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{
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return determinant(v);
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}
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[pixel shader fail]
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float2 v;
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float4 main() : sv_target
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{
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return determinant(v);
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}
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