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	This is simply unnecessary and wastes time. As part of this, simply remove the "all" directive. Only for a couple of tests is it even potentially interesting to validate all pixels (e.g. nointerpolation.shader_test), and for those "all" is replaced with an explicit (0, 0, 640, 480) rect. In all other cases we just probe (0, 0).
		
			
				
	
	
		
			312 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			312 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| % Test early return from a user-defined function.
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| 
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| [pixel shader]
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| 
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| float func(out float o)
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| {
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|     o = 0.1;
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|     return 0.2;
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|     o = 0.3;
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|     return 0.4;
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| }
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| 
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| void func2(out float o)
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| {
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|     o = 0.5;
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|     return;
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|     o = 0.6;
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| }
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| 
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| float4 main() : sv_target
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| {
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|     float4 ret;
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| 
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|     ret.z = 0.7;
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|     ret.x = func(ret.y);
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|     func2(ret.w);
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|     ret.z = 0.8;
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|     return ret;
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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 (0, 0) rgba (0.2, 0.1, 0.8, 0.5);
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| 
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| [pixel shader todo(sm<4)]
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| uniform float f;
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| 
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| float func(out float o)
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| {
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|     o = 0.1;
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|     if (f < 0.3)
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|     {
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|         return 0.2;
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|         o = 0.3;
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|     }
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|     else if (f < 0.7)
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|     {
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|         o = 0.4;
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|         return 0.5;
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|     }
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|     o = 0.6;
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|     return 0.7;
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| }
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| 
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| float func2(out float o)
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| {
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|     o = 0.1;
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|     if (f < 0.5)
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|     {
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|         o = 0.2;
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|     }
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|     else
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|     {
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|         o = 0.4;
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|         return 0.3;
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|     }
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|     return 0.5;
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| }
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| 
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| float4 main() : sv_target
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| {
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|     float4 ret;
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| 
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|     ret.x = func(ret.y);
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|     ret.z = func2(ret.w);
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|     ret += 0.1;
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|     return ret;
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| }
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| 
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| [test]
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| uniform 0 float 0.1
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (0.3, 0.2, 0.6, 0.3) 1
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| uniform 0 float 0.4
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (0.6, 0.5, 0.6, 0.3) 1
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| uniform 0 float 0.6
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (0.6, 0.5, 0.4, 0.5) 1
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| uniform 0 float 0.8
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (0.8, 0.7, 0.4, 0.5) 1
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| 
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| [pixel shader todo(sm<4)]
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| uniform float f;
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| 
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| float func(out float o)
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| {
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|     o = 0.1;
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|     if (f < 0.3)
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|     {
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|         return 0.2;
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|     }
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|     o += 0.3;
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|     if (f < 0.7)
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|     {
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|         return 0.5;
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|     }
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|     o += 0.5;
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|     return 1.0;
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| }
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| 
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| float func2(out float o)
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| {
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|     o = 0.1;
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|     if (f < 0.7)
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|     {
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|         if (f < 0.3)
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|             return 0.2;
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|         o += 0.3;
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|     }
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|     o += 0.5;
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|     return 1.0;
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| }
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| 
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| float4 main() : sv_target
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| {
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|     float4 ret;
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| 
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|     ret.x = func(ret.y);
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|     ret.z = func2(ret.w);
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|     return ret;
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| }
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| 
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| [test]
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| uniform 0 float 0.1
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (0.2, 0.1, 0.2, 0.1) 1
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| uniform 0 float 0.5
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (0.5, 0.4, 1.0, 0.9) 1
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| uniform 0 float 0.9
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (1.0, 0.9, 1.0, 0.6) 1
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| 
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| [pixel shader todo(sm<4)]
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| float func(out float o)
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| {
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|     o = 0.1;
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|     for (;;)
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|     {
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|         o *= 2;
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|         return 0.3;
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|         o *= 3;
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|     }
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|     o = 0;
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|     return 0.4;
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| }
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| 
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| float func2(out float o)
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| {
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|     o = 0.1;
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|     for (;;)
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|     {
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|         if (o > 0.5)
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|             return 0.2;
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|         o *= 2;
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|     }
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|     o = 0;
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|     return 0.3;
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| }
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| 
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| float4 main() : sv_target
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| {
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|     float4 ret;
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| 
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|     ret.x = func(ret.y);
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|     ret.z = func2(ret.w);
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|     ret += 0.1;
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|     return ret;
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| }
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| 
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| [test]
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (0.4, 0.3, 0.3, 0.9) 1
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| 
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| [pixel shader todo(sm<4)]
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| uniform float f;
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| 
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| float func(out float o)
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| {
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|     int i;
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| 
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|     o = 0.1;
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|     for (i = 0; i < 4; ++i)
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|     {
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|         if (o > f)
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|             return 0.2;
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|         o *= 2;
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|     }
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|     o = 0;
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|     return 0.3;
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| }
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| 
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| float func2(out float o)
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| {
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|     if (f < 0.5)
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|     {
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|         o = 0.1;
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|         for (;;)
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|         {
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|             o *= 2;
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|             return 0.2;
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|         }
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|         o *= 3;
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|         return 0.3;
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|     }
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|     else
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|     {
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|         o = 0.4;
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|     }
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|     o = 0.5;
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|     return 0.6;
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| }
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| 
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| float4 main() : sv_target
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| {
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|     float4 ret;
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| 
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|     ret.x = func(ret.y);
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|     ret.z = func2(ret.w);
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|     ret += 0.1;
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|     return ret;
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| }
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| 
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| [test]
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| uniform 0 float 0.0
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (0.3, 0.2, 0.3, 0.3) 1
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| 
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| uniform 0 float 0.1
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (0.3, 0.3, 0.3, 0.3) 1
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| 
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| uniform 0 float 0.3
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (0.3, 0.5, 0.3, 0.3) 1
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| 
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| uniform 0 float 0.7
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (0.3, 0.9, 0.7, 0.6) 1
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| 
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| uniform 0 float 0.9
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (0.4, 0.1, 0.7, 0.6) 1
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| 
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| [pixel shader todo(sm<4)]
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| 
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| uniform float4 f[3];
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| 
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| float func(out float o)
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| {
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|     int i, j;
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| 
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|     o = 0.1;
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|     for (i = 0; i < 3; ++i)
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|     {
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|         for (j = 0; j < 3; ++j)
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|         {
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|             if (o > f[j].x)
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|                 return 0.2;
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|         }
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|         o *= 2;
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|     }
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|     o = 0;
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|     return 0.3;
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| }
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| 
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| float4 main() : sv_target
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| {
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|     float4 ret;
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| 
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|     ret.x = func(ret.y);
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|     ret.zw = 0.5;
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|     ret += 0.1;
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|     return ret;
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| }
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| 
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| [test]
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| 
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| uniform 0 float4 0.3 0.0 0.0 0.0
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| uniform 4 float4 0.0 0.0 0.0 0.0
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| uniform 8 float4 0.1 0.0 0.0 0.0
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (0.3, 0.2, 0.6, 0.6) 1
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| 
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| uniform 4 float4 0.35 0.0 0.0 0.0
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (0.3, 0.3, 0.6, 0.6) 1
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| 
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| uniform 8 float4 0.5 0.0 0.0 0.0
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (0.3, 0.5, 0.6, 0.6) 1
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| 
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| uniform 0 float4 1.0 0.0 0.0 0.0
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (0.3, 0.5, 0.6, 0.6) 1
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| 
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| uniform 4 float4 2.0 0.0 0.0 0.0
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (0.4, 0.1, 0.6, 0.6) 1
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