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			197 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			197 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| % TPF does not define instructions for inverse trig; these intrinsics are
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| % decomposed into other instructions. FXC emits code which may vary wrt other
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| % implementations. DXIL defines intrinsics for inverse trig, to be implemented
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| % by the backend.
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| 
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| [pixel shader todo(sm<4)]
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| uniform float4 a;
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| 
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| float4 main() : sv_target
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| {
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|     return float4(acos(a.x), 0.0, 0.0, 0.0);
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| }
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| 
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| [test]
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| uniform 0 float4 -1.0 0.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (3.14159274, 0.0, 0.0, 0.0) 128
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| 
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| uniform 0 float4 -0.5 0.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (2.094441441, 0.0, 0.0, 0.0) 256
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| 
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| uniform 0 float4 0.0 0.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (1.57072878, 0.0, 0.0, 0.0) 1024
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| 
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| uniform 0 float4 0.5 0.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (1.04715133, 0.0, 0.0, 0.0) 512
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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) draw quad
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| probe all rgba (0.0, 0.0, 0.0, 0.0) 128
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| 
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| [pixel shader todo(sm<4)]
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| uniform float4 a;
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| 
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| float4 main() : sv_target
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| {
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|     float4 result = float4(asin(a.x), 0.0, 0.0, 0.0);
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|     // Quantize to cover implementation variations, which are quite large for asin().
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|     return round(result * 20000.0);
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| }
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| 
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| [test]
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| uniform 0 float4 -1.0 0.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (-31416.0, 0.0, 0.0, 0.0)
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| 
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| [require]
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| shader model < 6.0
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| 
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| [test]
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| uniform 0 float4 -0.5 0.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (-10473.0, 0.0, 0.0, 0.0)
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| 
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| uniform 0 float4 0.0 0.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (1.0, 0.0, 0.0, 0.0)
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| 
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| uniform 0 float4 0.5 0.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (10473.0, 0.0, 0.0, 0.0)
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| 
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| [require]
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| shader model >= 6.0
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| 
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| % We implement SM 6.0 inverse trig instructions using the native equivalents
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| % available in the backend. The values below are from the AMD Windows drivers,
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| % which are very close to those from Ubuntu's calculator app. Results from
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| % RADV are a bit lower than these, hence the large max ulp difference.
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| [test]
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| uniform 0 float4 -0.5 0.0 0.0 0.0
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| draw quad
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| probe all rgba (-10472.0, 0.0, 0.0, 0.0) 4096
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| 
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| uniform 0 float4 0.0 0.0 0.0 0.0
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| draw quad
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| probe all rgba (0.0, 0.0, 0.0, 0.0)
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| 
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| uniform 0 float4 0.5 0.0 0.0 0.0
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| draw quad
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| probe all rgba (10472.0, 0.0, 0.0, 0.0) 4096
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| 
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| [require]
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| % reset requirements
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| 
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| [test]
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| uniform 0 float4 1.0 0.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (31416.0, 0.0, 0.0, 0.0)
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| 
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| 
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| [pixel shader todo(sm<4)]
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| uniform float4 a;
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| 
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| float4 main() : sv_target
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| {
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|     return float4(atan(a.x), 0.0, 0.0, 0.0);
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| }
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| 
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| [test]
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| uniform 0 float4 -1.0 0.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (-0.785409629, 0.0, 0.0, 0.0) 512
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| 
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| uniform 0 float4 -0.5 0.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (-0.4636476, 0.0, 0.0, 0.0) 256
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| 
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| uniform 0 float4 0.0 0.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (0.0, 0.0, 0.0, 0.0) 256
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| 
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| uniform 0 float4 0.5 0.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (0.4636476, 0.0, 0.0, 0.0) 256
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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) draw quad
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| probe all rgba (0.785409629, 0.0, 0.0, 0.0) 512
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| 
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| [pixel shader todo(sm<4)]
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| uniform float4 a;
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| 
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| float4 main() : sv_target
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| {
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|     // The argument order is (y,x), and test case inputs are (y,x) also.
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|     return float4(atan2(a.x, a.y), 0.0, 0.0, 0.0);
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| }
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| 
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| [test]
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| % Non-degenerate cases
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| uniform 0 float4 1.0 1.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (0.785385, 0.0, 0.0, 0.0) 512
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| 
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| uniform 0 float4 5.0 -5.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (2.356194, 0.0, 0.0, 0.0) 256
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| 
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| uniform 0 float4 -3.0 -3.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (-2.356194, 0.0, 0.0, 0.0) 256
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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) draw quad
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| probe all rgba (1.570796, 0.0, 0.0, 0.0) 256
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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) draw quad
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| probe all rgba (-1.570796, 0.0, 0.0, 0.0) 256
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| 
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| uniform 0 float4 0.0 1.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (0.0, 0.0, 0.0, 0.0) 256
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| 
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| uniform 0 float4 0.0 -1.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (3.1415927, 0.0, 0.0, 0.0) 256
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| 
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| % Degenerate cases
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| uniform 0 float4 0.00001 0.00002 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (0.463647, 0.0, 0.0, 0.0) 256
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| 
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| uniform 0 float4 0.00001 -0.00002 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (2.677945, 0.0, 0.0, 0.0) 256
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| 
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| uniform 0 float4 -0.00001 100000.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (-0.000000000099986595, 0.0, 0.0, 0.0) 2048
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| 
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| uniform 0 float4 10000000.0 0.00000001 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (1.570796, 0.0, 0.0, 0.0) 256
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| 
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| % Negative zero behavior should be to treat it the
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| % same as normal zero.
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| uniform 0 float4 1000000000.0 0.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (1.570796, 0.0, 0.0, 0.0) 256
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| 
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| uniform 0 float4 1000000000.0 -0.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (1.570796, 0.0, 0.0, 0.0) 256
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| 
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| uniform 0 float4 0.0 -1.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (3.1415927, 0.0, 0.0, 0.0) 256
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| 
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| uniform 0 float4 -0.0 -1.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (3.1415927, 0.0, 0.0, 0.0) 256
 |