[require] shader model = 2.0 [rtv 0] format r32g32b32a32-float size (2d, 64, 64) [vertex shader] void main(float4 p : POSITION, out float4 t : TEXCOORD, out float4 position : SV_Position) { position = t = p; } [pixel shader d3dbc-hex] ffff0200 % ps_2_0 05000051 a00f0002 40800000 3e800000 40000000 00000000 % def c2, 4, 0.25, 2, 0 0200001f 80000000 b00f0000 % dcl t0 03000005 80030000 b0e40000 a0000002 % mul r0.xy, t0, c2.x 02000013 800c0000 801b0000 % frc r0.zw, r0.wzyx 03000002 80030000 80e40000 811b0000 % add r0.xy, r0, -r0.wzyx 03000005 80030000 80e40000 a0550002 % mul r0.xy, r0, c2.y 03000005 800c0000 801b0000 a0aa0002 % mul r0.zw, r0.wzyx, c2.z 02000001 800f0001 a0e40001 % mov r1, c1 04000012 800f0001 80e40000 80e40001 a0e40000 % lrp r1, r0, r1, c0 02000001 800f0800 80e40001 % mov oC0, r1 0000ffff % end [test] uniform 0 float4 0 .25 .75 1 uniform 4 float4 0 .25 .75 1 draw quad probe ( 4, 4) f32(0, .25, .75, 1) probe (20, 20) f32(0, .25, .75, 1) probe (36, 36) f32(0, .25, .75, 1) probe (52, 52) f32(0, .25, .75, 1) uniform 0 float4 0 0 0 0 uniform 4 float4 1 1 1 1 draw quad probe ( 4, 4) f32(-1.0, 0.75, 1.5, -2.0) probe (20, 20) f32(-0.5, 0.25, 0.5, -1.0) probe (36, 36) f32( 0.0, -0.25, -0.5, 0.0) probe (52, 52) f32( 0.5, -0.75, -1.5, 1.0) uniform 0 float4 -2 -1 4 3 uniform 4 float4 0 1 2 1 draw quad probe ( 4, 4) f32(-4, 0.5, 1, 7) probe (20, 20) f32(-3, -0.5, 3, 5) probe (36, 36) f32(-2, -1.5, 5, 3) probe (52, 52) f32(-1, -2.5, 7, 1)