[require] shader model >= 4.0 [input layout] 0 r32g32b32a32-uint apple 0 r32g32-sint sv_position [vb 0] format r32-uint 0 1 0x80000000 0xffffffff -2 -2 0 1 0x80000000 0xffffffff -2 2 0 1 0x80000000 0xffffffff 2 -2 0 1 0x80000000 0xffffffff 2 2 [vertex shader] struct input { bool4 apple : apple; int4 pos : sv_position; }; struct output { bool4 apple : apple; int4 fapple : apple1; float4 pos : sv_position; }; void main(in struct input i, out struct output o, uint id : SV_VertexID) { o.apple = i.apple; o.fapple = i.apple; o.pos = i.pos; } [pixel shader] struct input { bool4 apple : apple; int4 fapple : apple1; float4 pos : sv_position; }; float4 main(struct input i) : sv_target { return i.apple + i.fapple; } [test] todo(glsl) draw triangle strip 4 probe (0, 0, 640, 480) rgba (0.0, 2.0, 2.0, 2.0)