mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
585 lines
7.4 KiB
Plaintext
585 lines
7.4 KiB
Plaintext
[pixel shader]
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struct apple
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{
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float3 aa;
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int bb;
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};
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float4 main() : sv_target
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{
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float f[4] = {1, 2, 3, 4};
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struct apple a;
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a = (struct apple) f;
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return a.aa.xyzx;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (1.0, 2.0, 3.0, 1.0)
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[pixel shader]
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struct apple
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{
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float3 aa;
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int bb;
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float cc;
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};
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float4 main() : sv_target
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{
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struct apple a = {5, 6, 7, 8.8, 9.0};
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float f[4];
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f = (float[4]) a;
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return float4(f);
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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, 6.0, 7.0, 8.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float f[6] = {1, 2, 3, 4, 5, 6};
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int i[4];
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i = (int[4]) f;
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return float4(i[0], i[1], i[2], i[3]);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (1.0, 2.0, 3.0, 4.0)
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[pixel shader]
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Texture2D tex;
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struct apple
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{
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int2 aa;
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Texture2D bb;
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float cc;
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};
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struct banana
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{
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float aa[2];
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Texture2D bb;
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int cc;
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};
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float4 main() : sv_target
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{
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struct apple a = {1, 2, tex, 7.2};
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struct banana b;
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b = (struct banana) a;
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return b.cc;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (7.0, 7.0, 7.0, 7.0)
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[pixel shader]
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Texture2D tex;
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struct apple
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{
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int2 aa;
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Texture2D bb;
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float cc;
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float4 dd;
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Texture2D ee;
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};
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struct banana
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{
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float aa[2];
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Texture2D bb;
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int cc;
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};
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float4 main() : sv_target
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{
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struct apple a = {1, 2, tex, 3, 4, 5, 6, 7, tex};
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struct banana b;
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b = (struct banana) a;
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return b.cc;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (3.0, 3.0, 3.0, 3.0)
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[pixel shader fail]
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struct apple
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{
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int2 aa;
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float bb;
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};
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struct banana
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{
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int2 aa;
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float bb;
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float cc;
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};
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float4 main() : sv_target
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{
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struct apple a = {1, 2, 3};
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struct banana b;
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b = (struct banana) a;
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return b.bb;
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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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float4 v = float4(10.1, 20.2, 30.3, 40.4);
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int i[3];
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i = (int[3]) v;
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return float4(i[0], i[1], i[2], i[2]);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (10.0, 20.0, 30.0, 30.0)
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[pixel shader]
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struct apple
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{
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int aa;
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float bb[2];
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};
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float4 main() : sv_target
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{
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float4 f = {10.4, 11.4, 12.4, 13.4};
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struct apple a;
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a = (struct apple) f;
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return float4(a.aa, a.aa, a.bb[0], a.bb[1]);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (10.0, 10.0, 11.4, 12.4)
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[pixel shader]
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float4 main() : sv_target
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{
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float f[5] = {11, 12, 13, 14, 15};
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int4 i;
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i = (int4) f;
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return i;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (11.0, 12.0, 13.0, 14.0)
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[pixel shader]
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struct apple
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{
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int2 aa;
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float bb[2];
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float cc;
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};
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float4 main() : sv_target
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{
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struct apple a = {21, 22, 23.4, 24.4, 25.0};
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int4 i;
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i = (int4) a;
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return i;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (21.0, 22.0, 23.0, 24.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float4 f = {31.4, 32.4, 33.4, 34.4};
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int3 i;
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i = (int3) f;
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return float4(i.x, i.y, i.z, i.z);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (31.0, 32.0, 33.0, 33.0)
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[pixel shader]
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struct apple
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{
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int2 aa;
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float2 bb;
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};
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float4 main() : sv_target
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{
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struct apple a = {41, 42, 43, 44};
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float2x2 mat;
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mat = (float2x2) a;
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return float4(mat);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (41.0, 42.0, 43.0, 44.0)
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[pixel shader fail(sm<6)]
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struct apple
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{
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float2 aa;
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float3 bb;
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};
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float4 main() : sv_target
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{
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struct apple a = {1, 2, 3, 4, 5};
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float2x2 mat;
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mat = (float2x2) a;
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return float4(mat);
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}
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[pixel shader]
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struct apple
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{
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float3 aa;
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int bb;
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};
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float4 main() : sv_target
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{
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float2x2 mat = {55, 56, 57, 58};
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struct apple a;
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a = (struct apple) mat;
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return float4(a.aa, a.bb);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (55.0, 56.0, 57.0, 58.0)
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[pixel shader fail(sm<6)]
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struct apple
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{
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float2 aa;
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float2 bb;
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};
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float4 main() : sv_target
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{
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float3x2 mat = {1, 2, 3, 4, 5, 6};
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struct apple a;
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a = (struct apple) mat;
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return float4(a.aa, a.bb);
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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 arr[4] = {61, 62, 63, 64};
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int2x2 mat;
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mat = (int2x2) arr;
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return float4(mat);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (61.0, 62.0, 63.0, 64.0)
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[pixel shader fail(sm<6)]
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float4 main() : sv_target
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{
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float arr[5] = {1, 2, 3, 4, 5};
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float2x2 mat;
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mat = (float2x2) arr;
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return float4(mat);
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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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float2x2 mat = {71, 72, 73, 74};
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int arr[4];
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arr = (int[4]) mat;
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return float4(arr);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (71.0, 72.0, 73.0, 74.0)
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[pixel shader fail(sm<6)]
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float4 main() : sv_target
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{
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float2x2 mat = {1, 2, 3, 4};
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int arr[3];
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arr = (int[3]) mat;
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return 0;
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}
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[pixel shader fail]
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float4 main() : sv_target
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{
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float2x2 mat = {1, 2, 3, 4};
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float3 vec;
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vec = (float3) mat;
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return 0;
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}
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[pixel shader fail(sm<6)]
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float4 main() : sv_target
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{
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float arr[5] = {1, 2, 3, 4, 5};
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float4x1 mat;
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mat = (float4x1) arr;
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return 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 arr[5] = {81, 82, 83, 84, 85};
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int1x4 mat;
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mat = (int1x4) arr;
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return float4(mat);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (81.0, 82.0, 83.0, 84.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float4x1 mat = {91, 92, 93, 94};
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int arr[3];
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arr = (int[3]) mat;
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return float4(arr, 0);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (91.0, 92.0, 93.0, 0.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float1x4 mat = {11, 12, 13, 14};
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int arr[3];
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arr = (int[3]) mat;
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return float4(arr, 0);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (11.0, 12.0, 13.0, 0.0)
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[pixel shader fail(sm<6)]
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struct apple
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{
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float3 aa;
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float2 bb;
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};
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float4 main() : sv_target
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{
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struct apple a = {1, 2, 3, 4, 5};
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float4x1 mat;
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mat = (float4x1) a;
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return 0;
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}
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[pixel shader]
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struct apple
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{
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float3 aa;
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float2 bb;
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};
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float4 main() : sv_target
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{
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struct apple a = {21, 22, 23, 24, 25};
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float1x4 mat;
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mat = (float1x4) a;
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return float4(mat);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (21.0, 22.0, 23.0, 24.0)
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[pixel shader]
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struct apple
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{
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int aa;
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float2 bb;
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};
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float4 main() : sv_target
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{
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float4x1 mat = {31, 32, 33, 34};
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struct apple a;
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a = (struct apple) mat;
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return float4(a.aa, a.bb, 0);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (31.0, 32.0, 33.0, 0.0)
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[pixel shader]
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struct apple
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{
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int aa;
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float2 bb;
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};
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float4 main() : sv_target
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{
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float1x4 mat = {41, 42, 43, 44};
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struct apple a;
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a = (struct apple) mat;
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return float4(a.aa, a.bb, 0);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (41.0, 42.0, 43.0, 0.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float4 vec = {51, 52, 53, 54};
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int1x3 mat;
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mat = (int1x3) vec;
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return float4(mat, 0);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (51.0, 52.0, 53.0, 0.0)
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[pixel shader fail(sm<6)]
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float4 main() : sv_target
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{
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float4 vec = {1, 2, 3, 4};
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float3x1 mat;
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mat = (float3x1) vec;
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return 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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float1x4 mat = {61, 62, 63, 64};
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int3 vec;
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vec = (int1x3) mat;
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return float4(vec, 0);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (61.0, 62.0, 63.0, 0.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float4x1 mat = {71, 72, 73, 74};
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int3 vec;
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vec = (int3) mat;
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return float4(vec, 0);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (71.0, 72.0, 73.0, 0.0)
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