[vertex shader] void main(out float tex : texcoord, inout float4 pos : sv_position) { tex = (pos.x + 1) * 320; } [pixel shader todo] float4 main(float tex : texcoord) : sv_target { tex = floor(tex + 0.25); return float4(sin(tex), cos(tex), 0, 0); } [test] todo draw quad probe ( 0, 0) rgba ( 0.00000000, 1.00000000, 0.0, 0.0) probe ( 1, 0) rgba ( 0.84147098, 0.54030231, 0.0, 0.0) 1024 probe ( 2, 0) rgba ( 0.90929743, -0.41614684, 0.0, 0.0) 1024 probe ( 3, 0) rgba ( 0.14112001, -0.98999250, 0.0, 0.0) 1024 probe ( 4, 0) rgba (-0.75680250, -0.65364362, 0.0, 0.0) 1024 probe ( 5, 0) rgba (-0.95892427, 0.28366219, 0.0, 0.0) 1024 probe ( 6, 0) rgba (-0.27941550, 0.96017029, 0.0, 0.0) 1024 probe ( 7, 0) rgba ( 0.65698660, 0.75390225, 0.0, 0.0) 1024 probe ( 8, 0) rgba ( 0.98935825, -0.14550003, 0.0, 0.0) 1024 probe ( 9, 0) rgba ( 0.41211849, -0.91113026, 0.0, 0.0) 1024 probe (10, 0) rgba (-0.54402111, -0.83907153, 0.0, 0.0) 1024 probe (11, 0) rgba (-0.99999021, 0.00442570, 0.0, 0.0) 2048 probe (12, 0) rgba (-0.53657292, 0.84385396, 0.0, 0.0) 1024 probe (13, 0) rgba ( 0.42016704, 0.90744678, 0.0, 0.0) 1024 probe (14, 0) rgba ( 0.99060736, 0.13673722, 0.0, 0.0) 1024 probe (15, 0) rgba ( 0.65028784, -0.75968791, 0.0, 0.0) 1024 [pixel shader] uniform float4 a; float4 main() : sv_target { return round(1000 * sin(a)); } [test] uniform 0 float4 0.0 0.52359877 2.61799387 3.14159265 draw quad probe all rgba (0.0, 500.0, 500.0, 0.0) [pixel shader todo] uniform float4 a; float4 main() : sv_target { return round(1000 * cos(a)); } [test] uniform 0 float4 0.0 0.78539816 1.57079632 2.35619449 todo draw quad todo probe all rgba (1000.0, 707.0, -0.0, -707.0)