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			182 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			182 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| [pixel shader]
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| float4 main() : SV_TARGET
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| {
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|     float x = 5.0;
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|     float y = 15.0;
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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, 1.0, 1.0, 1.0)
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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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|     float x = 5.0;
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|     float y = 15.0;
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|     float zero = 0.0;
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| 
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|     return float4(x > y, x >= y, !x, !zero);
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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, 1.0)
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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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|     float zero = 0.0;
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|     float one = 1.0;
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| 
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|     return float4(zero && zero, zero && one, one && zero, one && one);
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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, 1.0)
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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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|     float zero = 0.0;
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|     float one = 1.0;
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| 
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|     return float4(zero || zero, zero || one, one || zero, one || one);
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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, 1.0, 1.0, 1.0)
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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 != 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, 1.0, 1.0, 1.0)
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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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|     int zero = 0;
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| 
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|     return float4(x > y, x >= y, !x, !zero);
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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, 1.0)
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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 zero = 0;
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|     int one = 1;
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| 
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|     return float4(zero && zero, zero && one, one && zero, one && one);
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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, 1.0)
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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 zero = 0;
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|     int one = 1;
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| 
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|     return float4(zero || zero, zero || one, one || zero, one || one);
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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, 1.0, 1.0, 1.0)
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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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|     uint x = 5;
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|     uint 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 (0.0, 1.0, 1.0, 1.0)
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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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|     uint x = 5;
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|     uint y = 15;
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|     uint zero = 0;
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| 
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|     return float4(x > y, x >= y, !x, !zero);
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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, 1.0)
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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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|     uint zero = 0;
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|     uint one = 1;
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| 
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|     return float4(zero && zero, zero && one, one && zero, one && one);
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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, 1.0)
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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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|     uint zero = 0;
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|     uint one = 1;
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| 
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|     return float4(zero || zero, zero || one, one || zero, one || one);
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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, 1.0, 1.0, 1.0)
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| 
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| 
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| [pixel shader]
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| int a, b;
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| 
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| float4 main() : SV_TARGET
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| {
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|     return float4(!(a && b), !!(a || b), !!!a, !(a < b));
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| }
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| 
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| [test]
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| if(sm<4)  uniform 0 float 5
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| if(sm<4)  uniform 4 float 0
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| if(sm>=4) uniform 0 int 5
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| if(sm>=4) uniform 1 int 0
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| todo(glsl) draw quad
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| probe all rgba (1.0, 1.0, 0.0, 1.0)
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| if(sm<4)  uniform 0 float -1
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| if(sm<4)  uniform 4 float 3
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| if(sm>=4) uniform 0 int -1
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| if(sm>=4) uniform 1 int 3
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| todo(glsl) draw quad
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| probe all rgba (0.0, 1.0, 0.0, 0.0)
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