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	Also, properly casting it to float in lower_ternary() for SM1 avoids creating ABS and NEG on bool types.
		
			
				
	
	
		
			87 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			87 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| [pixel shader]
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| uniform float4 u;
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| 
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| float4 main() : sv_target
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| {
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|     return lit(u.x, u.y, u.z);
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| }
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| 
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| [test]
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| uniform 0 float4 -0.1 10.0 0.0 0.0
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| todo(glsl) draw quad
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| probe all rgba (1.0, 0.0, 0.0, 1.0)
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| 
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| [test]
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| uniform 0 float4 1.2 -0.1 0.0 0.0
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| todo(glsl) draw quad
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| probe all rgba (1.0, 1.2, 0.0, 1.0)
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| 
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| [test]
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| uniform 0 float4 1.2 2.0 3.0 0.0
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| todo(glsl) draw quad
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| probe all rgba (1.0, 1.2, 8.0, 1.0)
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| 
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| [pixel shader]
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| uniform float4 u;
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| 
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| float4 main() : sv_target
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| {
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|     return lit(u.x, u.y, u.z) + lit(u.x, u.y, u.z);
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| }
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| 
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| [test]
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| uniform 0 float4 1.2 2.0 3.0 0.0
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| todo(glsl) draw quad
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| probe all rgba (2.0, 2.4, 16.0, 2.0)
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| 
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| [pixel shader fail]
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| uniform float4 u;
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| 
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| float4 main() : sv_target
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| {
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|     return lit(u.xy, u.y, u.z);
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| }
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| 
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| [pixel shader fail]
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| uniform float4 u;
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| 
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| float4 main() : sv_target
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| {
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|     return lit(u.x, u.xy, u.z);
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| }
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| 
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| [pixel shader fail]
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| uniform float4 u;
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| 
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| float4 main() : sv_target
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| {
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|     return lit(u.x, u.y, u.yz);
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| }
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| 
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| [pixel shader fail]
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| uniform float4x4 m;
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| uniform float4 u;
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| 
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| float4 main() : sv_target
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| {
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|     return lit(m, u.y, u.z);
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| }
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| 
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| [pixel shader fail]
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| uniform float4x4 m;
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| uniform float4 u;
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| 
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| float4 main() : sv_target
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| {
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|     return lit(u.x, m, u.z);
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| }
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| 
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| [pixel shader fail]
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| uniform float4x4 m;
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| uniform float4 u;
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| 
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| float4 main() : sv_target
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| {
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|     return lit(u.x, u.y, m);
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| }
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