[require] shader model < 4.0 [input layout] 0 r32g32-float position 0 r32-float psize [vb 0] -0.5 0 20 0.5 0 40 [vertex shader] void main(inout float4 pos : position, inout float size : psize) { } [pixel shader] float4 main() : color { return float4(0, 1, 0, 1); } [test] draw point list 2 probe (149, 240) rgba (0, 0, 0, 0) todo probe (151, 240) rgba (0, 1, 0, 1) todo probe (169, 240) rgba (0, 1, 0, 1) probe (171, 240) rgba (0, 0, 0, 0) probe (459, 240) rgba (0, 0, 0, 0) todo probe (461, 240) rgba (0, 1, 0, 1) todo probe (499, 240) rgba (0, 1, 0, 1) probe (501, 240) rgba (0, 0, 0, 0)