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			139 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			139 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| [pixel shader]
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| float4 main() : SV_TARGET
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| {
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|     int x = 5;
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|     int y = 15;
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| 
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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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| todo(glsl) draw quad
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| probe all rgba (20.0, -10.0, 75.0, 0.0)
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| 
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| [pixel shader]
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| float4 main() : SV_TARGET
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| {
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|     int x = 5;
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|     int y = 15;
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| 
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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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| todo(glsl) 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]
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| float4 main() : SV_TARGET
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| {
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|     int x = 42;
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|     int y = 5;
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| 
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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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| todo(glsl) 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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| float4 main() : SV_TARGET
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| {
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|     int x = 42;
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|     int y = 5;
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| 
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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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| todo(glsl) 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]
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| float4 main() : SV_TARGET
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| {
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|     int x = 45;
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|     int y = 5;
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| 
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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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| todo(glsl) 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]
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| float4 main() : SV_TARGET
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| {
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|     int x = 45;
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|     int y = 5;
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| 
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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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| todo(glsl) 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 fail(sm<6)]
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| // On SM1 this gives hr 0x88760b59.
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| float4 main() : SV_TARGET
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| {
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|     int x = 1;
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|     int y = 0;
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| 
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|     return x / y;
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| }
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| 
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| [test]
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| todo(glsl) 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 fail(sm<6)]
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| // On SM1 this gives hr 0x88760b59.
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| float4 main() : SV_TARGET
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| {
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|     int x = 1;
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|     int y = 0;
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| 
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|     return x % y;
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| }
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| 
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| [test]
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| todo(glsl) 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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| 
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| [require]
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| shader model >= 4.0
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| 
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| [pixel shader]
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| float4 main() : SV_TARGET
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| {
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|     int x = -2147483648;
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|     int y = -1;
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| 
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|     return x / y;
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| }
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| 
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| [test]
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| todo(glsl) draw quad
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| if(sm<6)  probe all rgba (-2147483648.0, -2147483648.0, -2147483648.0, -2147483648.0)
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| if(sm>=6) probe all rgba (0.0, 0.0, 0.0, 0.0)
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| 
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| 
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| [pixel shader]
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| float4 main() : sv_target
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| {
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|     int2 x = {5, 15};
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|     int2 y = {2, 5};
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|     int2 z = {3, 8};
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| 
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|     return float4(x / y, z % y);
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| }
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| 
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| [test]
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| todo(glsl) draw quad
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| probe all rgba (2.0, 3.0, 1.0, 3.0)
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