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			423 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			423 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| [pixel shader]
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| uniform float4 f[3];
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| uniform float2 i;
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| 
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| float4 main() : sv_target
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| {
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|     return f[i.x + i.y];
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| }
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| 
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| [test]
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| uniform 0 float4 1.0 2.0 3.0 4.0
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| uniform 4 float4 5.0 6.0 7.0 8.0
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| uniform 8 float4 9.0 10.0 11.0 12.0
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| uniform 12 float4 0 0 0 0
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| draw quad
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| probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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| uniform 12 float4 1 0 0 0
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| draw quad
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| probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
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| uniform 12 float4 0 1 0 0
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| draw quad
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| probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
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| uniform 12 float4 1 1 0 0
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| draw quad
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| probe (0, 0) rgba (9.0, 10.0, 11.0, 12.0)
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| 
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| 
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| [pixel shader]
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| uniform float i;
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| 
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| float4 main() : SV_TARGET
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| {
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|     float4 arr = float4(11.0, 12.0, 13.0, 14.0);
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|     return arr[i];
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| }
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| 
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| [test]
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| uniform 0 float 0
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| draw quad
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| probe (0, 0) rgba (11.0, 11.0, 11.0, 11.0)
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| uniform 0 float 1
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| draw quad
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| probe (0, 0) rgba (12.0, 12.0, 12.0, 12.0)
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| uniform 0 float 1.6
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| draw quad
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| probe (0, 0) rgba (12.0, 12.0, 12.0, 12.0)
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| uniform 0 float 2
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| draw quad
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| probe (0, 0) rgba (13.0, 13.0, 13.0, 13.0)
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| uniform 0 float 2.6
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| draw quad
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| probe (0, 0) rgba (13.0, 13.0, 13.0, 13.0)
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| uniform 0 float 3
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| draw quad
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| probe (0, 0) rgba (14.0, 14.0, 14.0, 14.0)
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| 
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| 
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| [pixel shader]
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| float i;
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| 
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| float4 main() : sv_target
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| {
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|     float a[4] = {1, 2, 3, 4};
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| 
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|     return a[i];
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| }
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| 
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| [test]
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| uniform 0 float 2.3
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| draw quad
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| probe (0, 0) rgba (3, 3, 3, 3)
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| 
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| 
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| [pixel shader]
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| uniform float i;
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| 
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| float4 main() : SV_TARGET
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| {
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|     int4 arr_i = int4(21, 22, 23, 24);
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|     bool4 arr_b = bool4(true, false, true, false);
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|     return float4(arr_i[i], arr_b[i], arr_i[3 - i], arr_b[3 - i]);
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| }
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| 
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| [test]
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| uniform 0 float 0
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| draw quad
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| probe (0, 0) rgba (21.0, 1.0, 24.0, 0.0)
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| uniform 0 float 1
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| draw quad
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| probe (0, 0) rgba (22.0, 0.0, 23.0, 1.0)
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| uniform 0 float 2
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| draw quad
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| probe (0, 0) rgba (23.0, 1.0, 22.0, 0.0)
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| uniform 0 float 3
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| draw quad
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| probe (0, 0) rgba (24.0, 0.0, 21.0, 1.0)
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| 
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| 
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| [pixel shader]
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| uniform float2 i;
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| 
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| float4 main() : sv_target
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| {
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|     float4 f[3] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12};
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| 
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|     return f[i.x + i.y];
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| }
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| 
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| [test]
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| uniform 0 float4 0 0 0 0
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| draw quad
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| probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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| uniform 0 float4 1 0 0 0
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| draw quad
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| probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
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| uniform 0 float4 0 1 0 0
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| draw quad
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| probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
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| uniform 0 float4 1 1 0 0
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| draw quad
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| probe (0, 0) rgba (9.0, 10.0, 11.0, 12.0)
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| 
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| 
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| [pixel shader]
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| float4 a;
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| 
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| float4 main() : sv_target
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| {
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|     float4 arr[] = {10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 110, 120};
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| 
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|     float4 tmp = float4(1, 2, 3, 4);
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|     tmp.yz = arr[a.z].wx;
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| 
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|     return tmp;
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| }
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| 
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| [test]
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| uniform 0 float4 0 0 2.4 0
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| draw quad
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| probe (0, 0) rgba (1.0, 120.0, 90.0, 4.0)
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| 
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| 
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| [pixel shader]
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| float i, j;
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| 
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| float4 main() : sv_target
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| {
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|     float arr[6][2] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11};
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| 
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|     return arr[i][j];
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| }
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| 
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| [test]
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| if(sm<4) uniform 0 float 3
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| if(sm<4) uniform 4 float 1
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| if(sm>=4) uniform 0 float4 3 1 0 0
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| draw quad
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| probe (0, 0) rgba (7, 7, 7, 7)
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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 float4 5 0 0 0
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| draw quad
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| probe (0, 0) rgba (10, 10, 10, 10)
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| 
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| 
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| [pixel shader]
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| float i, j;
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| float k;
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| 
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| float4 main() : sv_target
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| {
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|     float4 arr[4][3] = {
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|           0,   1,   2,   3,
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|          10,  11,  12,  13,
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|          20,  21,  22,  23,
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|          30,  31,  32,  33,
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|          40,  41,  42,  43,
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|          50,  51,  52,  53,
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|          60,  61,  62,  63,
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|          70,  71,  72,  73,
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|          80,  81,  82,  83,
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|          90,  91,  92,  93,
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|         100, 101, 102,  103,
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|         110, 111, 112,  113,
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|     };
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| 
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|     return arr[i + k][j + k];
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| }
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| 
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| [test]
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| if(sm<4) uniform 0 float 2
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| if(sm<4) uniform 4 float 1
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| if(sm<4) uniform 8 float -1
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| if(sm>=4) uniform 0 float4 2 1 -1 0
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| draw quad
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| probe (0, 0) rgba (30, 31, 32, 33)
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| if(sm<4) uniform 0 float 1
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| if(sm<4) uniform 4 float 0
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| if(sm<4) uniform 8 float 1
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| if(sm>=4) uniform 0 float4 1 0 1 0
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| draw quad
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| probe (0, 0) rgba (70, 71, 72, 73)
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| 
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| 
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| [pixel shader]
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| float i, j;
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| 
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| float4 main() : sv_target
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| {
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|     struct
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|     {
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|         float a;
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|         float b[3];
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|     } apples[4] = {42, 0, 1, 2, 42, 3, 4, 5, 42, 6, 7, 8, 42, 9, 10, 11};
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| 
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|     return apples[i - 10].b[j - 10];
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| }
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| 
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| [test]
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| if(sm<4) uniform 0 float 11
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| if(sm<4) uniform 4 float 12
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| if(sm>=4) uniform 0 float4 11 12 0 0
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| draw quad
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| probe (0, 0) rgba (5, 5, 5, 5)
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| if(sm<4) uniform 0 float 13
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| if(sm<4) uniform 4 float 10
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| if(sm>=4) uniform 0 float4 13 10 0 0
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| draw quad
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| probe (0, 0) rgba (9, 9, 9, 9)
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| 
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| [pixel shader]
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| uniform float4x2 m[2];
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| uniform int4 i;
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| 
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| float4 main() : sv_target
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| {
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|     return float4(m[i.x][0], m[i.y][1]);
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| }
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| 
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| [test]
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| uniform 0  float4  1.0  2.0  3.0  4.0
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| uniform 4  float4  5.0  6.0  7.0  8.0
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| uniform 8  float4 -1.0 -2.0 -3.0 -4.0
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| uniform 12 float4 -5.0 -6.0 -7.0 -8.0
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| if(sm<4)  uniform 16 float4 1 0 0 0
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| if(sm>=4) uniform 16 int4   1 0 0 0
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| draw quad
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| probe (0, 0) rgba(-1.0, -5.0, 2.0, 6.0)
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| 
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| % SM1 doesn't support relative addressing if it is used in a l-value.
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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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| int i, j;
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| 
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| float4 main() : sv_target
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| {
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|     float mut1[4] = {1, 2, 3, 4};
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|     float mut2[4] = {5, 6, 7, 8};
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| 
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|     mut1[i] = 100;
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|     mut2[j] = mut1[j];
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| 
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|     return float4(mut2[0], mut2[1], mut2[2], mut2[3]);
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| }
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| 
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| [test]
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| uniform 0 int 0
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| uniform 1 int 0
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| draw quad
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| probe (0, 0) rgba (100, 6, 7, 8)
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| uniform 0 int 2
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| uniform 1 int 2
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| draw quad
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| probe (0, 0) rgba (5, 6, 100, 8)
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| uniform 0 int 1
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| uniform 1 int 3
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| draw quad
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| probe (0, 0) rgba (5, 6, 7, 4)
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| 
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| 
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| [pixel shader]
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| float a, b, c, d;
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| float e, f, g, h;
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| int i, j;
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| 
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| float4 main() : sv_target
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| {
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| 
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|    float arr1[8] = {a, a, b, b, c, c, d, d};
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|    float arr2[8] = {e, e, f, f, g, g, h, h};
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| 
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|    arr1[i] = arr2[i];
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|    arr2[j] = arr1[j];
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| 
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|    return 1000 * float4(arr1[0], arr1[4], arr2[0], arr2[4])
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|          + 100 * float4(arr1[1], arr1[5], arr2[1], arr2[5])
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|           + 10 * float4(arr1[2], arr1[6], arr2[2], arr2[6])
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|            + 1 * float4(arr1[3], arr1[7], arr2[3], arr2[7]);
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| }
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| 
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| [test]
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| uniform 0 float4 1 2 3 4
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| uniform 4 float4 5 6 7 8
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| uniform 8 int 3
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| uniform 9 int 4
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| draw quad
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| probe (0, 0) rgba (1126, 3344, 5566, 3788)
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| 
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| 
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| [pixel shader]
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| uint i, j;
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| 
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| float4 main() : sv_target
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| {
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|     float mut1[4] = {1, 2, 3, 4};
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| 
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|     /* dxc emits a pointer bitcast, which results in a VSIR MOV with mismatched data types. */
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|     mut1[i] = asfloat(j);
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| 
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|     return float4(mut1[0], mut1[1], mut1[2], mut1[3]);
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| }
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| 
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| [test]
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| uniform 0 uint 1
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| uniform 1 uint 0x40a00000
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| draw quad
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| probe (0, 0) rgba (1, 5, 3, 4)
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| 
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| 
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| [require]
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| % reset requirements
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| 
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| 
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| [pixel shader]
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| uniform float4 f[4];
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| uniform uint4 u;
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| uniform uint4 v;
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| 
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| float4 main() : sv_target
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| {
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|     float temp[4];
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|     temp[0] = f[u.x].x;
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|     temp[1] = f[u.y].x;
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|     temp[2] = f[u.z].x;
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|     temp[3] = f[u.w].x;
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|     return float4(temp[v.x], temp[v.y], temp[v.z], temp[v.w]);
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| }
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| 
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| % FXC is incapable of compiling this correctly, but results differ for SM1-3 vs SM4-5.
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| [test]
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| uniform 0 float 1.0
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| uniform 4 float 2.0
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| uniform 8 float 3.0
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| uniform 12 float 4.0
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| uniform 16 uint4 3 1 0 2
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| uniform 20 uint4 0 3 1 2
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| draw quad
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| if(sm<4)         probe (0,0) rgba (1.0, 1.0, 1.0, 1.0)
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| if(sm>=4 & sm<6) todo probe (0,0) rgba (4.0, 4.0, 4.0, 4.0)
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| if(sm>=6)        probe (0,0) rgba (4.0, 3.0, 2.0, 1.0)
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| 
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| [vertex shader]
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| uniform float4 f[3];
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| uniform int2 i;
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| 
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| void main(float4 pos : position, out float4 tex : texcoord, out float4 out_pos : sv_position)
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| {
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|     tex = f[i.x + i.y];
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|     out_pos = pos;
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| }
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| 
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| [pixel shader]
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| float4 main(float4 tex : texcoord) : sv_target
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| {
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|     return tex;
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| }
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| 
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| [test]
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| uniform 0 float4 1.0 2.0 3.0 4.0
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| uniform 4 float4 5.0 6.0 7.0 8.0
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| uniform 8 float4 9.0 10.0 11.0 12.0
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| if(sm<4)  uniform 12 float4 0 0 0 0
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| if(sm>=4) uniform 12 int4   0 0 0 0
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| draw quad
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| probe (0, 0) rgba(1.0, 2.0, 3.0, 4.0)
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| if(sm<4)  uniform 12 float4 1 0 0 0
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| if(sm>=4) uniform 12 int4   1 0 0 0
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| draw quad
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| probe (0, 0) rgba(5.0, 6.0, 7.0, 8.0)
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| if(sm<4)  uniform 12 float4 0 1 0 0
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| if(sm>=4) uniform 12 int4   0 1 0 0
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| draw quad
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| probe (0, 0) rgba(5.0, 6.0, 7.0, 8.0)
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| if(sm<4)  uniform 12 float4 1 1 0 0
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| if(sm>=4) uniform 12 int4   1 1 0 0
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| draw quad
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| probe (0, 0) rgba(9.0, 10.0, 11.0, 12.0)
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| if(sm<4)  uniform 12 float4 0.5 0 0 0
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| if(sm>=4) uniform 12 int4   0   0 0 0
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| draw quad
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| probe (0, 0) rgba(1.0, 2.0, 3.0, 4.0)
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| if(sm<4)  uniform 12 float4 0 1.4 0 0
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| if(sm>=4) uniform 12 int4   0 1   0 0 0
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| draw quad
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| probe (0, 0) rgba(5.0, 6.0, 7.0, 8.0)
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| if(sm<4)  uniform 12 float4 1.5 0 0 0
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| if(sm>=4) uniform 12 int4   2   0 0 0
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| draw quad
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| probe (0, 0) rgba(9.0, 10.0, 11.0, 12.0)
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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 f[2];
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| 
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| float4 main(uint index : INDEX) : sv_target
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| {
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|     return f[index];
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| }
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