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vkd3d-shader/hlsl: Support refract() intrinsic.
With some changes by Giovanni Mascellani.
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parent
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commit
8d78e3a821
Notes:
Alexandre Julliard
2024-04-11 17:05:13 -05:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/769
@ -3740,6 +3740,59 @@ static bool intrinsic_reflect(struct hlsl_ctx *ctx,
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return !!add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_ADD, i, neg, loc);
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}
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static bool intrinsic_refract(struct hlsl_ctx *ctx,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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{
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struct hlsl_type *r_type = params->args[0]->data_type;
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struct hlsl_type *n_type = params->args[1]->data_type;
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struct hlsl_type *i_type = params->args[2]->data_type;
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struct hlsl_type *res_type, *idx_type, *scal_type;
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struct parse_initializer mut_params;
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struct hlsl_ir_function_decl *func;
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enum hlsl_base_type base;
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char *body;
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static const char template[] =
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"%s refract(%s r, %s n, %s i)\n"
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"{\n"
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" %s d, t;\n"
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" d = dot(r, n);\n"
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" t = 1 - i.x * i.x * (1 - d * d);\n"
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" return t >= 0.0 ? i.x * r - (i.x * d + sqrt(t)) * n : 0;\n"
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"}";
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if (r_type->class == HLSL_CLASS_MATRIX
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|| n_type->class == HLSL_CLASS_MATRIX
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|| i_type->class == HLSL_CLASS_MATRIX)
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{
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hlsl_error(ctx, loc, VKD3D_SHADER_ERROR_HLSL_INVALID_TYPE, "Matrix arguments are not supported.");
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return false;
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}
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assert(params->args_count == 3);
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mut_params = *params;
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mut_params.args_count = 2;
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if (!(res_type = elementwise_intrinsic_get_common_type(ctx, &mut_params, loc)))
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return false;
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base = expr_common_base_type(res_type->base_type, i_type->base_type);
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base = base == HLSL_TYPE_HALF ? HLSL_TYPE_HALF : HLSL_TYPE_FLOAT;
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res_type = convert_numeric_type(ctx, res_type, base);
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idx_type = convert_numeric_type(ctx, i_type, base);
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scal_type = hlsl_get_scalar_type(ctx, base);
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if (!(body = hlsl_sprintf_alloc(ctx, template, res_type->name, res_type->name,
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res_type->name, idx_type->name, scal_type->name)))
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return false;
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func = hlsl_compile_internal_function(ctx, "refract", body);
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vkd3d_free(body);
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if (!func)
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return false;
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return add_user_call(ctx, func, params, loc);
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}
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static bool intrinsic_round(struct hlsl_ctx *ctx,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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{
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@ -4255,6 +4308,7 @@ intrinsic_functions[] =
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{"pow", 2, true, intrinsic_pow},
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{"radians", 1, true, intrinsic_radians},
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{"reflect", 2, true, intrinsic_reflect},
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{"refract", 3, true, intrinsic_refract},
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{"round", 1, true, intrinsic_round},
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{"rsqrt", 1, true, intrinsic_rsqrt},
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{"saturate", 1, true, intrinsic_saturate},
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@ -1,4 +1,4 @@
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[pixel shader todo(sm<6)]
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[pixel shader]
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float4 r;
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float4 n;
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float i;
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@ -12,13 +12,13 @@ float4 main() : sv_target
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uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.4 -0.3 1.0
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uniform 8 float 0.2
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todo(sm<6 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (-0.550931, -0.453954, 0.3654653, -1.0248856) 32
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uniform 8 float 100.0
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todo(sm<6 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader todo(sm<6)]
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[pixel shader]
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float4 r;
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float4 n;
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float i;
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@ -34,13 +34,13 @@ float4 main() : sv_target
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uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.4 -0.3 1.0
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uniform 8 float 0.2
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todo(sm<6 | glsl) draw quad
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todo(sm<4 | glsl) draw quad
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probe all rgba (-0.519904912, -0.4332699, 0.0, 0.0) 32
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uniform 8 float 100.0
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todo(sm<6 | glsl) draw quad
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todo(sm<4 | glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader todo(sm<6)]
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[pixel shader]
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float4 r;
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float4 n;
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float i;
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@ -55,13 +55,13 @@ float4 main() : sv_target
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uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.4 -0.3 1.0
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uniform 8 float 0.2
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todo(sm<6 | glsl) draw quad
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todo(sm<4 | glsl) draw quad
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probe all rgba (-0.519904912, -0.4332699, 0.0, 0.0) 32
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uniform 8 float 100.0
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todo(sm<6 | glsl) draw quad
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todo(sm<4 | glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader todo(sm<6)]
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[pixel shader]
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float4 r;
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float4 n;
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float i;
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@ -76,13 +76,13 @@ float4 main() : sv_target
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uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.4 -0.3 1.0
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uniform 8 float 0.2
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todo(sm<6 | glsl) draw quad
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todo(sm<4 | glsl) draw quad
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probe all rgba (-0.519904912, -0.4332699, 0.0, 0.0) 32
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uniform 8 float 100.0
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todo(sm<6 | glsl) draw quad
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todo(sm<4 | glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader todo(sm<6)]
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[pixel shader]
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float4 r;
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float4 n;
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float i;
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@ -98,13 +98,13 @@ float4 main() : sv_target
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uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.4 -0.3 1.0
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uniform 8 float 0.2
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todo(sm<6 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (-0.524978, 0.0, 0.0, 0.0) 32
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uniform 8 float 100.0
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todo(sm<6 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader todo(sm<6)]
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[pixel shader]
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float4 r;
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float4 n;
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float i;
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@ -118,13 +118,13 @@ float4 main() : sv_target
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uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.4 -0.3 1.0
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uniform 8 float 0.2
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todo(sm<6 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (-0.5562381, -0.6762381, -0.6162381, -0.5962381) 32
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uniform 8 float 100.0
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todo(sm<6 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader fail(sm>=6) todo(sm<6)]
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[pixel shader fail(sm>=6)]
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float4 r;
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float4 n;
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float4 i;
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@ -138,10 +138,10 @@ float4 main() : sv_target
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uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.4 -0.3 1.0
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uniform 8 float4 0.2 0.3 0.4 0.5
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if(sm<6) todo(sm<6 | glsl) draw quad
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if(sm<6) todo(glsl) draw quad
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if(sm<6) probe all rgba (-0.550931, -0.453954, 0.3654653, -1.0248856) 32
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uniform 8 float 100.0
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if(sm<6) todo(sm<6 | glsl) draw quad
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if(sm<6) todo(glsl) draw quad
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if(sm<6) probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader fail]
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