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