[require] shader model < 3.0 [sampler 0] filter point point point address wrap wrap wrap [srv 0] size (2d, 2, 2) 1.0 0.0 0.0 0.0 1.0 1.0 0.0 0.0 1.0 0.0 1.0 0.0 1.0 1.0 1.0 0.0 [vertex shader] void main(inout float4 pos : position, out float4 tex : texcoord) { tex = pos + 0.75; } [pixel shader d3dbc-hex] % TODO: Convert to assembly or HLSL. ffff0104 % ps_1_4 00000042 800f0000 b0e40000 % texld r0, t0 0000ffff % end [test] draw quad probe (320, 240) f32(1, 1, 1, 0) probe (480, 240) f32(1, 0, 1, 0) probe (320, 360) f32(1, 1, 0, 0) probe (480, 360) f32(1, 0, 0, 0) [vertex shader] void main(inout float4 pos : position, out float4 tex : texcoord) { tex = pos; } [pixel shader d3dbc-hex] % TODO: Convert to assembly or HLSL. ffff0104 % ps_1_4 00000051 a00f0000 3e4ccccd 3e4ccccd 3e4ccccd 3e4ccccd % def c0, 0.2, 0.2, 0.2, 0.2 00000040 80070000 b0e40000 % texcrd r0.xyz, t0 00000001 80080000 a0e40000 % mov r0.w, c0 00000002 800f0000 80e40000 a0e40000 % add r0, r0, c0 0000ffff % end [test] draw quad probe (160, 120) f32(0.0, 0.7, 0.2, 0.4) 32 probe (480, 120) f32(0.7, 0.7, 0.2, 0.4) 32 probe (160, 360) f32(0.0, 0.0, 0.2, 0.4) 8 probe (480, 360) f32(0.7, 0.0, 0.2, 0.4) 8