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vkd3d-shader/hlsl: Test refract() intrinsic.
With some changes by Giovanni Mascellani.
This commit is contained in:
parent
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commit
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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
@ -165,6 +165,7 @@ vkd3d_shader_tests = \
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tests/hlsl/precise-modifier.shader_test \
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tests/hlsl/rasteriser-ordered-views.shader_test \
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tests/hlsl/reflect.shader_test \
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tests/hlsl/refract.shader_test \
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tests/hlsl/register-reservations-numeric.shader_test \
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tests/hlsl/register-reservations-resources.shader_test \
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tests/hlsl/return-implicit-conversion.shader_test \
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233
tests/hlsl/refract.shader_test
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233
tests/hlsl/refract.shader_test
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@ -0,0 +1,233 @@
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[pixel shader todo(sm<6)]
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float4 r;
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float4 n;
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float i;
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float4 main() : sv_target
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{
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return refract(r, n, i);
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}
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[test]
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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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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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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader todo(sm<6)]
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float4 r;
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float4 n;
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float i;
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float4 main() : sv_target
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{
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float2 _r = float2(r.x, r.y);
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float2 _n = float2(n.x, n.y);
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return float4(refract(_r, _n, i), 0, 0);
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}
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[test]
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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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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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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader todo(sm<6)]
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float4 r;
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float4 n;
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float i;
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float4 main() : sv_target
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{
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float2 _r = float2(r.x, r.y);
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return float4(refract(_r, n, i), 0, 0);
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}
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[test]
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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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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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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader todo(sm<6)]
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float4 r;
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float4 n;
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float i;
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float4 main() : sv_target
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{
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float2 _n = float2(n.x, n.y);
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return float4(refract(r, _n, i), 0, 0);
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}
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[test]
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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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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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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader todo(sm<6)]
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float4 r;
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float4 n;
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float i;
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float4 main() : sv_target
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{
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float1 _r = float1(r.x);
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float1 _n = float1(n.x);
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return float4(refract(_r, _n, i), 0, 0, 0);
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}
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[test]
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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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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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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader todo(sm<6)]
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float4 r;
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float4 n;
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float i;
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float4 main() : sv_target
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{
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return refract(r, n.x, i);
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}
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[test]
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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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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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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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float4 r;
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float4 n;
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float4 i;
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float4 main() : sv_target
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{
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return refract(r, n, i);
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}
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[test]
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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) 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) probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader fail]
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float4x1 r;
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float4 n;
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float i;
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float4 main() : sv_target
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{
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return refract(r, n, i);
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}
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[pixel shader fail]
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float1x4 r;
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float4 n;
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float i;
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float4 main() : sv_target
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{
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return refract(r, n, i);
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}
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[pixel shader fail]
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float4 r;
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float1x4 n;
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float i;
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float4 main() : sv_target
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{
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return refract(r, n, i);
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}
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[pixel shader fail]
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float4 r;
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float4x1 n;
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float i;
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float4 main() : sv_target
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{
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return refract(r, n, i);
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}
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[pixel shader fail]
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float4 r;
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float4 n;
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float1x4 i;
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float4 main() : sv_target
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{
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return refract(r, n, i);
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}
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[pixel shader fail]
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float4 r;
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float4 n;
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float4x1 i;
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float4 main() : sv_target
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{
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return refract(r, n, i);
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}
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[pixel shader todo(sm<6)]
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float4 r;
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float4 n;
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float i;
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float detect(float4 x)
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{
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return 1;
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}
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float detect(half4 x)
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{
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return 2;
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}
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float4 main() : sv_target
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{
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return float4(detect(refract((half4)r, (half4)n, (half)i)),
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detect(refract(r, n, (half)i)),
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detect(refract(r, (half4)n, i)),
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detect(refract((half4)r, n, i)));
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}
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[test]
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todo(sm<6 | glsl) draw quad
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if(sm<6) probe all rgba (2.0, 1.0, 1.0, 1.0)
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if(sm>=6) probe all rgba (1.0, 1.0, 1.0, 1.0)
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