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tests: Test matrix multiplication.
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com> Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Francisco Casas <fcasas@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -79,6 +79,7 @@ vkd3d_shader_tests = \
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tests/hlsl-invalid.shader_test \
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tests/hlsl-majority-pragma.shader_test \
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tests/hlsl-majority-typedef.shader_test \
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tests/hlsl-mul.shader_test \
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tests/hlsl-nested-arrays.shader_test \
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tests/hlsl-numeric-constructor-truncation.shader_test \
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tests/hlsl-numeric-types.shader_test \
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@ -319,6 +320,7 @@ XFAIL_TESTS = \
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tests/hlsl-intrinsic-override.shader_test \
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tests/hlsl-majority-pragma.shader_test \
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tests/hlsl-majority-typedef.shader_test \
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tests/hlsl-mul.shader_test \
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tests/hlsl-nested-arrays.shader_test \
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tests/hlsl-numeric-constructor-truncation.shader_test \
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tests/hlsl-numeric-types.shader_test \
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290
tests/hlsl-mul.shader_test
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290
tests/hlsl-mul.shader_test
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@ -0,0 +1,290 @@
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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9.0, 10.0, 11.0, 12.0,
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13.0, 14.0, 15.0, 16.0);
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float4 y = float4(1.0, 2.0, 3.0, 4.0);
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return mul(x, y);
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}
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[test]
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draw quad
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probe all rgba (30.0, 70.0, 110.0, 150.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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float4 x = float4(1.0, 2.0, 3.0, 4.0);
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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9.0, 10.0, 11.0, 12.0,
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13.0, 14.0, 15.0, 16.0);
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return mul(x, y);
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}
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[test]
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draw quad
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probe all rgba (90.0, 100.0, 110.0, 120.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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9.0, 10.0, 11.0, 12.0,
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13.0, 14.0, 15.0, 16.0);
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float3 y = float3(1.0, 2.0, 3.0);
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return mul(x, y);
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}
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[test]
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draw quad
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probe all rgba (14.0, 38.0, 62.0, 86.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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float3 x = float3(1.0, 2.0, 3.0);
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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9.0, 10.0, 11.0, 12.0,
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13.0, 14.0, 15.0, 16.0);
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return mul(x, y);
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}
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[test]
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draw quad
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probe all rgba (38.0, 44.0, 50.0, 56.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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float3x3 x = float3x3(1.0, 2.0, 3.0,
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4.0, 5.0, 6.0,
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7.0, 8.0, 9.0);
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float4 y = float4(1.0, 2.0, 3.0, 4.0);
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return float4(mul(x, y), 0.0);
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}
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[test]
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draw quad
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probe all rgba (14.0, 32.0, 50.0, 0.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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float4 x = float4(1.0, 2.0, 3.0, 4.0);
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float3x3 y = float3x3(1.0, 2.0, 3.0,
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4.0, 5.0, 6.0,
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7.0, 8.0, 9.0);
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return float4(mul(x, y), 0.0);
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}
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[test]
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draw quad
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probe all rgba (30.0, 36.0, 42.0, 0.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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float x = 10.0;
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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9.0, 10.0, 11.0, 12.0,
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13.0, 14.0, 15.0, 16.0);
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return mul(x, y)[1];
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}
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[test]
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draw quad
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probe all rgba (50.0, 60.0, 70.0, 80.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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9.0, 10.0, 11.0, 12.0,
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13.0, 14.0, 15.0, 16.0);
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float y = 10.0;
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return mul(x, y)[1];
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}
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[test]
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draw quad
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probe all rgba (50.0, 60.0, 70.0, 80.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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float1 x = float1(10.0);
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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9.0, 10.0, 11.0, 12.0,
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13.0, 14.0, 15.0, 16.0);
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return mul(x, y);
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}
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[test]
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draw quad
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probe all rgba (10.0, 20.0, 30.0, 40.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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9.0, 10.0, 11.0, 12.0,
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13.0, 14.0, 15.0, 16.0);
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float1 y = float1(10.0);
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return mul(x, y);
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}
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[test]
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draw quad
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probe all rgba (10.0, 50.0, 90.0, 130.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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float1x1 x = float1x1(10.0);
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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9.0, 10.0, 11.0, 12.0,
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13.0, 14.0, 15.0, 16.0);
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return mul(x, y);
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}
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[test]
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draw quad
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probe all rgba (10.0, 20.0, 30.0, 40.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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9.0, 10.0, 11.0, 12.0,
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13.0, 14.0, 15.0, 16.0);
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float1x1 y = float1x1(10.0);
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return mul(x, y);
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}
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[test]
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draw quad
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probe all rgba (10.0, 50.0, 90.0, 130.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0);
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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9.0, 10.0, 11.0, 12.0,
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13.0, 14.0, 15.0, 16.0);
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return mul(x, y);
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}
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[test]
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draw quad
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probe all rgba (90.0, 100.0, 110.0, 120.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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9.0, 10.0, 11.0, 12.0,
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13.0, 14.0, 15.0, 16.0);
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float1x4 y = float1x4(1.0, 2.0, 3.0, 4.0);
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return mul(x, y)[1];
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}
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[test]
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draw quad
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probe all rgba (5.0, 10.0, 15.0, 20.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0);
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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9.0, 10.0, 11.0, 12.0,
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13.0, 14.0, 15.0, 16.0);
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return mul(x, y)[1];
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}
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[test]
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draw quad
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probe all rgba (2.0, 4.0, 6.0, 8.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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9.0, 10.0, 11.0, 12.0,
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13.0, 14.0, 15.0, 16.0);
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float4x1 y = float4x1(1.0, 2.0, 3.0, 4.0);
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return mul(x, y);
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}
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[test]
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draw quad
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probe all rgba (30.0, 70.0, 110.0, 150.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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float3x3 x = float3x3(1.0, 2.0, 3.0,
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4.0, 5.0, 6.0,
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7.0, 8.0, 9.0);
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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9.0, 10.0, 11.0, 12.0,
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13.0, 14.0, 15.0, 16.0);
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return mul(x, y)[1];
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}
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[test]
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draw quad
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probe all rgba (83.0, 98.0, 113.0, 128.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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9.0, 10.0, 11.0, 12.0,
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13.0, 14.0, 15.0, 16.0);
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float3x3 y = float3x3(1.0, 2.0, 3.0,
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4.0, 5.0, 6.0,
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7.0, 8.0, 9.0);
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return float4(mul(x, y)[1], 0.0);
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}
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[test]
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draw quad
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probe all rgba (78.0, 96.0, 114.0, 0.0)
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