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vkd3d-shader/glsl: Implement VKD3DSIH_MOVC.
This commit is contained in:
parent
7b99c33510
commit
ee8e005209
Notes:
Henri Verbeet
2024-09-23 15:56:21 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1097
@ -472,6 +472,31 @@ static void shader_glsl_mov(struct vkd3d_glsl_generator *gen, const struct vkd3d
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glsl_dst_cleanup(&dst, &gen->string_buffers);
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glsl_dst_cleanup(&dst, &gen->string_buffers);
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}
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}
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static void shader_glsl_movc(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
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{
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unsigned int component_count;
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struct glsl_src src[3];
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struct glsl_dst dst;
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uint32_t mask;
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mask = glsl_dst_init(&dst, gen, ins, &ins->dst[0]);
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glsl_src_init(&src[0], gen, &ins->src[0], mask);
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glsl_src_init(&src[1], gen, &ins->src[1], mask);
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glsl_src_init(&src[2], gen, &ins->src[2], mask);
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if ((component_count = vsir_write_mask_component_count(mask)) > 1)
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shader_glsl_print_assignment(gen, &dst, "mix(%s, %s, bvec%u(%s))",
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src[2].str->buffer, src[1].str->buffer, component_count, src[0].str->buffer);
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else
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shader_glsl_print_assignment(gen, &dst, "mix(%s, %s, bool(%s))",
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src[2].str->buffer, src[1].str->buffer, src[0].str->buffer);
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glsl_src_cleanup(&src[2], &gen->string_buffers);
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glsl_src_cleanup(&src[1], &gen->string_buffers);
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glsl_src_cleanup(&src[0], &gen->string_buffers);
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glsl_dst_cleanup(&dst, &gen->string_buffers);
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}
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static void shader_glsl_print_sysval_name(struct vkd3d_string_buffer *buffer, struct vkd3d_glsl_generator *gen,
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static void shader_glsl_print_sysval_name(struct vkd3d_string_buffer *buffer, struct vkd3d_glsl_generator *gen,
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enum vkd3d_shader_sysval_semantic sysval, unsigned int idx)
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enum vkd3d_shader_sysval_semantic sysval, unsigned int idx)
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{
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{
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@ -643,6 +668,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_MOV:
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case VKD3DSIH_MOV:
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shader_glsl_mov(gen, ins);
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shader_glsl_mov(gen, ins);
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break;
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break;
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case VKD3DSIH_MOVC:
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shader_glsl_movc(gen, ins);
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break;
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case VKD3DSIH_MUL:
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case VKD3DSIH_MUL:
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shader_glsl_binop(gen, ins, "*");
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shader_glsl_binop(gen, ins, "*");
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break;
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break;
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@ -25,7 +25,7 @@ float4 main() : SV_TARGET
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[test]
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[test]
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uniform 0 float4 5.0 15.0 0.0 0.0
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uniform 0 float4 5.0 15.0 0.0 0.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0) 1
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probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0) 1
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[pixel shader]
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[pixel shader]
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@ -40,7 +40,7 @@ float4 main() : SV_TARGET
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[test]
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[test]
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uniform 0 float4 42.0 5.0 0.0 0.0
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uniform 0 float4 42.0 5.0 0.0 0.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0) 16
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probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0) 16
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[pixel shader]
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[pixel shader]
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@ -55,7 +55,7 @@ float4 main() : SV_TARGET
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[test]
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[test]
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uniform 0 float4 45.0 5.0 0.0 0.0
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uniform 0 float4 45.0 5.0 0.0 0.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader]
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[pixel shader]
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@ -69,7 +69,7 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 5.0 -42.1 4.0 45.0
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uniform 0 float4 5.0 -42.1 4.0 45.0
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uniform 4 float4 15.0 -5.0 4.1 5.0
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uniform 4 float4 15.0 -5.0 4.1 5.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (5.0, -2.1, 4.0, 0.0) 6
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probe (0, 0) rgba (5.0, -2.1, 4.0, 0.0) 6
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[require]
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[require]
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@ -8,10 +8,10 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 -0.5 6.5 0.0 0.0
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uniform 0 float4 -0.5 6.5 0.0 0.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (-0.5, 0.0, 0.0, 0.0) 4
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probe (0, 0) rgba (-0.5, 0.0, 0.0, 0.0) 4
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uniform 0 float4 1.1 0.3 0.0 0.0
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uniform 0 float4 1.1 0.3 0.0 0.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (0.2, 0.0, 0.0, 0.0) 4
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probe (0, 0) rgba (0.2, 0.0, 0.0, 0.0) 4
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[pixel shader]
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[pixel shader]
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@ -24,8 +24,8 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 -0.5 6.5 2.0 0.0
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uniform 0 float4 -0.5 6.5 2.0 0.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (-0.5, 0.5, 0.0, 0.0) 4
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probe (0, 0) rgba (-0.5, 0.5, 0.0, 0.0) 4
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uniform 0 float4 1.1 0.3 3.0 0.0
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uniform 0 float4 1.1 0.3 3.0 0.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (1.1, 0.3, 0.0, 0.0) 4
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probe (0, 0) rgba (1.1, 0.3, 0.0, 0.0) 4
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@ -13,10 +13,10 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 2.0 3.0 4.0 5.0
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uniform 0 float4 2.0 3.0 4.0 5.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (2.0, 3.0, 4.0, 5.0)
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probe (0, 0) rgba (2.0, 3.0, 4.0, 5.0)
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uniform 0 float4 0.0 10.0 11.0 12.0
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uniform 0 float4 0.0 10.0 11.0 12.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (-1.0, 9.0, 10.0, 11.0)
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probe (0, 0) rgba (-1.0, 9.0, 10.0, 11.0)
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@ -35,7 +35,7 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 1.1 3.0 4.0 5.0
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uniform 0 float4 1.1 3.0 4.0 5.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (1.1, 2.0, 0.0, 0.0)
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probe (0, 0) rgba (1.1, 2.0, 0.0, 0.0)
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@ -51,7 +51,7 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 1.0 0.0 0.0 0.0
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uniform 0 float4 1.0 0.0 0.0 0.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (0.5, 0.6, 0.7, 0.0)
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probe (0, 0) rgba (0.5, 0.6, 0.7, 0.0)
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@ -67,7 +67,7 @@ float4 main() : sv_target
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uniform 0 float4 0.0 1.0 0.0 -3.0
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uniform 0 float4 0.0 1.0 0.0 -3.0
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uniform 4 float4 1.0 2.0 3.0 4.0
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uniform 4 float4 1.0 2.0 3.0 4.0
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uniform 8 float4 5.0 6.0 7.0 8.0
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uniform 8 float4 5.0 6.0 7.0 8.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (5.0, 2.0, 7.0, 4.0)
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probe (0, 0) rgba (5.0, 2.0, 7.0, 4.0)
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@ -260,7 +260,7 @@ float4 main() : sv_target
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uniform 0 float4 1.0 0.0 0.0 0.0
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uniform 0 float4 1.0 0.0 0.0 0.0
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uniform 4 float4 1.0 2.0 3.0 4.0
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uniform 4 float4 1.0 2.0 3.0 4.0
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uniform 8 float4 5.0 6.0 7.0 8.0
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uniform 8 float4 5.0 6.0 7.0 8.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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@ -295,7 +295,7 @@ float4 main() : sv_target
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uniform 0 float4 1.0 0.0 1.0 0.0
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uniform 0 float4 1.0 0.0 1.0 0.0
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uniform 4 float4 1.0 2.0 3.0 4.0
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uniform 4 float4 1.0 2.0 3.0 4.0
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uniform 8 float4 5.0 6.0 7.0 8.0
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uniform 8 float4 5.0 6.0 7.0 8.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (1.0, 5.0, 1.0, 5.0)
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probe (0, 0) rgba (1.0, 5.0, 1.0, 5.0)
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