[require] shader model >= 4.0 [input layout] 0 r32g32 float POSITION 1 r32 float CLIP_DISTANCE [vb 0] -1.0 -1.0 -1.0 1.0 1.0 -1.0 1.0 1.0 [vb 1] 1.0 1.0 1.0 1.0 [rtv 0] format r32g32b32a32 float size (2d, 640, 480) [vertex shader todo] struct input { float4 position : POSITION; float distance : CLIP_DISTANCE; }; struct vertex { float4 position : SV_POSITION; float clip : SV_ClipDistance; }; void main(input vin, out vertex vertex) { vertex.position = vin.position; vertex.clip = vin.distance; } [pixel shader] float4 main(const in float4 position : SV_Position) : SV_Target { return float4(0.0f, 1.0f, 0.0f, 1.0f); } [test] clear rtv 0 1.0 1.0 1.0 1.0 todo(sm<6) draw triangle strip 4 probe all rgba (0.0, 1.0, 0.0, 1.0) [vb 1] 0.0 0.0 0.0 0.0 [test] clear rtv 0 1.0 1.0 1.0 1.0 todo(sm<6) draw triangle strip 4 probe all rgba (0.0, 1.0, 0.0, 1.0) [vb 1] -1.0 -1.0 -1.0 -1.0 [test] clear rtv 0 1.0 1.0 1.0 1.0 todo(sm<6) draw triangle strip 4 probe all rgba (1.0, 1.0, 1.0, 1.0) [vb 1] 1.0 1.0 -1.0 -1.0 [test] clear rtv 0 1.0 1.0 1.0 1.0 todo(sm<6) draw triangle strip 4 probe rtv 0 (160, 240) rgba (0.0, 1.0, 0.0, 1.0) probe rtv 0 (480, 240) rgba (1.0, 1.0, 1.0, 1.0) [vb 1] -1.0 1.0 -1.0 1.0 [test] clear rtv 0 1.0 1.0 1.0 1.0 todo(sm<6) draw triangle strip 4 probe rtv 0 (320, 120) rgba (0.0, 1.0, 0.0, 1.0) probe rtv 0 (320, 360) rgba (1.0, 1.0, 1.0, 1.0)