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			199 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			199 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| [pixel shader todo(sm<4)]
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| uniform float2 a;
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| 
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| float4 main() : SV_TARGET
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| {
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|     int x = a.x;
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|     int y = a.y;
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|     return float4(x + y, x - y, x * y, x / y);
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| }
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| 
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| [test]
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| uniform 0 float4 5.0 16.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (21.0, -11.0, 80.0, 0.0)
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| 
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| [pixel shader todo(sm<4)]
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| uniform float2 a;
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| 
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| float4 main() : SV_TARGET
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| {
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|     int x = a.x;
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|     int y = a.y;
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|     return float4(x % y, +x, -x, y / x);
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| }
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| 
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| [test]
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| uniform 0 float4 5.0 16.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (5.0, 5.0, -5.0, 3.0)
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| 
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| [pixel shader todo(sm<4)]
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| uniform float2 a;
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| 
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| float4 main() : SV_TARGET
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| {
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|     int x = a.x;
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|     int y = a.y;
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|     return float4(x / y, -x / y, x / -y, -x / -y);
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| }
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| 
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| [test]
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| uniform 0 float4 42.0 5.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (8.0, -8.0, -8.0, 8.0)
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| 
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| [pixel shader todo(sm<4)]
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| uniform float2 a;
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| 
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| float4 main() : SV_TARGET
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| {
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|     int x = a.x;
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|     int y = a.y;
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|     return float4(x % y, -x % y, x % -y, -x % -y);
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| }
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| 
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| [test]
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| uniform 0 float4 42.0 5.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (2.0, -2.0, 2.0, -2.0)
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| 
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| [pixel shader todo(sm<4)]
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| uniform float2 a;
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| 
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| float4 main() : SV_TARGET
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| {
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|     int x = a.x;
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|     int y = a.y;
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|     return float4(x / y, -x / y, x / -y, -x / -y);
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| }
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| 
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| [test]
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| uniform 0 float4 45.0 5.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (9.0, -9.0, -9.0, 9.0)
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| 
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| [pixel shader todo(sm<4)]
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| uniform float2 a;
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| 
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| float4 main() : SV_TARGET
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| {
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|     int x = a.x;
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|     int y = a.y;
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|     return float4(x % y, -x % y, x % -y, -x % -y);
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| }
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| 
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| [test]
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| uniform 0 float4 45.0 5.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (0.0, 0.0, 0.0, 0.0)
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| 
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| [pixel shader]
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| uniform float4 a;
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| 
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| float4 main() : SV_TARGET
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| {
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|     return abs(int4(a));
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| }
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| 
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| [test]
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| uniform 0 float4 5.0 -7.0 0.0 -10.0
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| draw quad
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| probe all rgba (5.0, 7.0, 0.0, 10.0)
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| 
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| [pixel shader todo(sm<4)]
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| uniform float4 a;
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| uniform float4 b;
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| 
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| float4 main() : sv_target
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| {
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|     int2 x = a.xz;
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|     int2 y = a.yw;
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|     int2 z = b.xy;
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|     int2 w = b.zw;
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|     return float4(x / y, z % w);
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| }
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| 
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| [test]
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| uniform 0 float4 45.0 5.0 50.0 10.0
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| uniform 4 float4 3.0 8.0 2.0 5.0
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| todo(sm<4) draw quad
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| probe all rgba (9.0, 5.0, 1.0, 3.0)
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| 
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| [require]
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| shader model >= 6.0
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| int64
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| 
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| [pixel shader]
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| uniform int64_t2 a;
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| 
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| float4 main() : SV_TARGET
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| {
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|     int64_t x = a.x;
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|     int64_t y = a.y;
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|     return float4(x + y, x - y, x * (y >> 4), x / y);
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| }
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| 
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| [test]
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| uniform 0 int64_t2 5000000000 16000000000
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| draw quad
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| probe all rgba (21.0e9, -11.0e9, 5.0e18, 0.0) 1
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| 
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| [pixel shader]
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| uniform int64_t2 a;
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| 
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| float4 main() : SV_TARGET
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| {
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|     int64_t x = a.x;
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|     int64_t y = a.y;
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|     return float4(x % y, +x, -x, y / x);
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| }
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| 
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| [test]
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| uniform 0 int64_t2 5000000000 16000000000
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| draw quad
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| probe all rgba (5.0e9, 5.0e9, -5.0e9, 3.0)
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| 
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| [pixel shader]
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| uniform int64_t2 a;
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| 
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| float4 main() : SV_TARGET
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| {
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|     int64_t x = a.x;
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|     int64_t y = a.y;
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|     return float4(x / y, -x / y, x / -y, -x / -y);
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| }
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| 
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| [test]
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| uniform 0 int64_t2 42000000000 5000000000
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| draw quad
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| probe all rgba (8.0, -8.0, -8.0, 8.0)
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| 
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| [pixel shader]
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| uniform int64_t2 a;
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| 
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| float4 main() : SV_TARGET
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| {
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|     int64_t x = a.x;
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|     int64_t y = a.y;
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|     return float4(x % y, -x % y, x % -y, -x % -y);
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| }
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| 
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| [test]
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| uniform 0 int64_t2 42000000000 5000000000
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| draw quad
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| probe all rgba (2.0e9, -2.0e9, 2.0e9, -2.0e9)
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| 
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| [pixel shader]
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| uniform int64_t2 a;
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| 
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| float4 main() : SV_TARGET
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| {
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|     return float4(abs(a), 0, 0);
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| }
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| 
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| [test]
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| uniform 0 int64_t2 5000000000 -7000000000
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| draw quad
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| probe all rgba (5.0e9, 7.0e9, 0.0, 0.0)
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